Occultism (sage study)

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Occultism is a sage study in the fields of Black Magic and Unreality, concerned with the systematic examination of magical phenomena, hidden forces, and metaphysical laws that lie outside the scope of conventional arcane or divine spellcasting. Unlike most magical disciplines, occultism is not confined to a specific character class but may be pursued by any scholar, sage or adept with the intellectual discipline and daring to explore it. The study delves into obscure and often esoteric subjects such as mass suggestion, superstition, the nature and resilience of the soul, and the formulation or refinement of incantations that transcend traditional schools of magic.

Central to occultism is the understanding and cultivation of wild magic—the raw, undirected force of the universe as it manifests in the Prime Material Plane. This energy flows from the elemental planes—earth, air, fire and water—as well as the polar forces of positive and negative energy, all of which converge and interweave in subtle, often unpredictable ways. The occultist studies the patterns and triggers of this force, not to control it in the traditional sense, but to predict and harness its influence through indirect means. These efforts often involve rituals, sigils, sympathetic resonances, and meditative alignments, all calibrated to manipulate the unseen balance between planes.

By engaging with these deeper patterns, the occultist can initiate subtle but potent changes—shifting a creature’s destiny, altering perception, or warping the emotional state of a group, often without the overt use of spells. Such interventions may produce irreversible outcomes, with effects that cascade far beyond the moment of their invocation. For this reason, occultism carries inherent risk, both to the practitioner and the world around them. Nevertheless, those versed in the discipline can, through foresight and preparation, anticipate magical surges, psychic disturbances, or planar interactions before they fully manifest, granting them strategic power where others are left unaware. This foresight marks the occultist as both seer and manipulator, an entity whose influence may go unnoticed until its effects are already in motion.

Choosing the Form

Effectively, to make occultism function as a study within the game, it is necessary for the dungeon master to adjust future events in the campaign world in response to the random elements produced through occult investigations—such as astrology, tea leaf reading, or similar interpretive methods. This becomes particularly challenging in a structured or pre-destined adventure, where player insights or portents may disrupt planned encounters or plotlines. However, in practice, I have found that the unpredictable nature of the results tends to inspire restraint. Players often engage with the study cautiously, recognising that invoking the occult can invite as much confusion as clarity.

For any character choosing to invest in occultism, once the study has been acquired, they must select one of the following five disciplines. It is the player’s responsibility—not the DM’s—to collect the required materials and to learn the mechanics of their chosen form, much as a real-world practitioner would. These practices are not to be approached casually; the power of the study is reflected by the care taken in its use.

Astrology: the character is required to acquire an astrological book or ephemeris suitable for building natal charts. These charts are to be constructed for both player and non-player characters, forming the foundation of the practice. The player does not have to subscribe to belief in astrology personally, but the utility of the chart within the game will be directly tied to the accuracy and specificity with which planetary positions and houses are determined for the moment of a character's birth.
Bone Throwing: for this practice, the character must use six distinct 6-sided dice—each with symbolic images in place of numbers—commonly referred to as "story cubes." A seventh die, marked traditionally with pips, is added to the throw. The configuration and orientation of the dice as they fall provide the material for interpretation, which the player must learn to analyse through narrative or symbolic associations.
Numerology: this method requires no special equipment, but demands close and sustained observation. The player must keep a continuous log of dice rolls made at the table over a period of time, interpreting any notable numerical patterns or repetitions. These patterns may—or may not—reveal a hidden truth. As such, this practice requires patience and may yield no actionable result even after significant tracking.
Tarot: to make use of tarot, the character must possess a tarot deck. The cards, when drawn and laid out in a standard spread, form a narrative structure from which meanings can be drawn. The interpretation of these patterns, guided by traditional associations, will shape the form and timing of the reading’s effects within the game.
Tea Leaf Reading: the character must have access to loose tea and a rounded cup suitable for the practice. After drinking the tea, the player must perform the ritual turning and settling of the leaves, then closely examine the shapes that remain to identify recognisable symbols or figures. The reading depends on the clarity and imagination with which the player interprets these patterns.

Other forms of occultism not yet fully integrated into the study include automatic writing and charmstones, both of which require their own handling and interpretation. Practices related to beings from other planes of existence, particularly those involving demons or planar intermediaries, are addressed within the study of dweomercraft, and fall outside the direct scope of standard occultism.

Sage Abilities

The sage abilities below are those acquired by a character through the study, according to status.

Amateur Status

  • Carve Sigil: inscribes a pictorial representation of the occultist's desired outcome.
  • Detect Mania: enables the recognition of crowds influenced by unnatural mass influence.
  • Make a Reading: produces psychic results when the proper rituals are performed.

Authority Status

  • Acupuncture: the relief of pain or other malady through the insertion of needles.
  • Comprehend Aura: enables the detection of the colored aura enveloping a living body; reveals the presence of familiar
  • Seek Totem Spirit: self-identifying with a familial animal form to gain greater natural prowess.


Expert Status

  • Form Incantation: empowers a cultic rite, enabling a limited mastery of wild magic.
  • Master Familiar: reveals the true nature of familiars and increases the bond between familiar and master.
  • Transfiguration: the power to experience a momentary divine radiance.


Sage Status

  • Maleficium: the mastery of wild magic with the intention of causing harm.
  • Mysticism: the practice of religious ecstasy as a means of controlling wild magic.


See also,
Abulafia, Abraham (1240-1291)
Mage Sage Abilities