Occultism (sage study)

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Occultism is a sage study in the fields of Black Magic and Unreality, enabling the scientific investigation of magic and the magic arts, not necessarily limited to the employment of magic by any particular class. Occultists investigates phenomena such as mass suggestion, superstition, the nature of the soul and the development of incantations.

Much of the study includes the cultivation of wild magic, the natural underlying power manifesting in the Prime Material Plane. This magic is spawned by the four elemental planes and those of positive and negative energy. By examining these forces through occult disciplines, it's possible to set events in motion that may irreversibly change the lives of people and entities. There is an inherent danger in this. Knowing the emergence of these effects ahead of time, the occultist has an advantage over other beings.

Choosing the Form

Effectively to make the occultism work as a study, as a DM my duty is to adjust the events upcoming in my world according to the random elements created by investigations into astrology, tea leaves and so on. This can be complicated and problematical for a pre-destined adventure; I have found in the past that the chaos that results usually causes a player to turn to this discipline with extraordinary restraint.

For anyone wishing to invest into the occult, having gained the study, I will require that they choose one of these five disciplines, with the understanding that it is the responsibility of the player, and not the DM, to assemble the necessary materials and learn their use, just as any practicing occultist must:

Astrology: the character is expected to purchase an astrological book that will enable them to make astrological charts ~ and to make these charts of player and non-player characters in the setting as part of the cultivation of the discipline. The player does not have to believe in astrology, but the effects of making a chart will depend on the player's ability to demonstrate the accuracy and detail of what planets are in what houses at the time of the charted character's birth.
Bone Throwing: to read the bones, the character must purchase or be in possession of six 6-sided dice that are unique of each other, with images instead of numbers. Often called "story cubes." Add to these one 6-sided die that possesses pips. The manner in which the dice land determines the interpretation.
Numerology: requires little preparation, but does require the character keep continuous track of all dice rolled at a table in a given period to have any chance of making an observation. Depending on the die rolls, it is possible that no observation will result from this work that is done.
Tarot: the character must purchase a tarot deck. Results will form from the cards as they are pulled and set out during the reading.
Tea Leaf Reading: the character must provide loose tea and cup, as well as willingness to drink the tea and perform the ritual of tea reading in order to create the images necessary to make a proper reading. The player will be required to study the pattern of the leaves and identify pictures therein.

Other forms of occultism that haven't been added to this list as yet include automatic writing and charmstones. Occultism associated with beings upon other planes of existence, or demonology, is outlined within the study of dweomercraft.

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