Difference between revisions of "Occultism (sage study)"

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Enables a scientific investigation of magic and the magic arts, not necessarily limited to the employment of magic by any particular class. Also investigates other phenomena, such as mass suggestion, superstition, the nature of the soul and the development of incantation.
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'''Occultism''' is a [[Sage Study|sage study]] in the [[Sage Field|fields]] of [[Black Magic (sage field)|Black Magic]] and [[Unreality (sage field)|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|mass suggestion]], [[Superstition|superstition]], the nature of the [[Soul|soul]] and the development of [[Spellcasting|incantations]].
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Much of the study includes the cultivation of [[Wild Magic|wild magic]], the natural underlying power manifesting in the [[Prime Material (inner plane)|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.
  
A significant part of the study includes the cultivation of wild magic, a naturally underlying power that manifests in the Prime Material Plane from outside influences, most predominantly the four elemental planes and the planes of positive and negative energy.  By closely examining these forces through occult disciplines it is possible, and dangerous, to set events in motion that will irreversably change the lives of people and entities.  Knowing how these changes are about to emerge, the occultist can then use that advantage to further a cause or find benefits.
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== Choosing the Form ==
 
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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.
While most events set in motion are relatively benign, the wild nature of uncontrolled magic can produce results that are either fortunate or disastrous ... so it is with care that an occultist stirs wild magic.  Too many investigations will multiply the possible results to such a degree that unrestrained chaos results ... which, like nature, is nearly always more destructive than helpful.
 
 
 
Effectively to make the occult 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:
 
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 player will be 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.
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:: '''[[Astrological Chart (occult practice)|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 player 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 player 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.
 
 
 
 
 
Occultism associated with other planes of existence and demonology is more appropriately described as dweomercraft.
 
 
 
Note: investigate automatic writing, charmstone.
 
  
Amateur
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:: '''[[Bone Throwing (occult practice)|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.
  
    Carve Sigil: inscribes a pictorial representation of the occultist's desired outcome.
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:: '''[[Numerology (occult practice)|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.
    Detect Mania: enables the recognition of crowds influenced by unnatural mass influence.
 
    Make a Reading: produces psychic results when the proper rituals are performed.
 
  
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:: '''[[Tarot (occult practice)|Tarot]]''':  the character must purchase a tarot deck.  Results will form from the cards as they are pulled and set out during the reading.
  
Authority
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:: '''[[Tea Leaf Reading (occult practice)|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.
  
    Acupuncture: the relief of pain or other malady through the insertion of needles.
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Other forms of occultism that haven't been added to this list as yet include [[Automatic Writing|automatic writing]] and [[Charmstones|charmstones]].  Occultism associated with beings upon other planes of existence, or demonology, is outlined within the study of [[Dweomercraft (sage study)|dweomercraft]].
    Comprehend Aura: enables the detection of the colored aura enveloping a living body; reveals the presence of familiars.
 
    Seek Totem Spirit: self-identifying with a familial animal form to gain greater natural prowess.
 
  
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== Sage Abilities ==
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The [[Sage Ability|sage abilities]] below are those acquired by a character through the study, according to status.
  
Expert
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=== Amateur Status ===
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* '''[[Carve Sigil (sage ability)|Carve Sigil]]''': inscribes a pictorial representation of the occultist's desired outcome.
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* '''[[Detect Mania (sage ability)|Detect Mania]]''': enables the recognition of crowds influenced by unnatural mass influence.
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* '''[[Make a Reading (sage ability)|Make a Reading]]''': produces psychic results when the proper rituals are performed.
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<br>
  
    Form Incantation: empowers a cultic rite, enabling a limited mastery of wild magic.
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=== Authority Status ===
    Master Familiar: reveals the true nature of familiars and increases the bond between familiar and master.
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* '''[[Acupuncture (sage ability)|Acupuncture]]''': the relief of pain or other malady through the insertion of needles.
    Transfiguration: the power to experience a momentary divine radiance.
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* '''[[Comprehend Aura (sage ability)|Comprehend Aura]]''': enables the detection of the colored aura enveloping a living body; reveals the presence of familiar
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* '''[[Seek Totem Spirit (sage ability)|Seek Totem Spirit]]''': self-identifying with a familial animal form to gain greater natural prowess.
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<br>
  
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=== Expert Status ===
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* '''[[Form Incantation (sage ability)|Form Incantation]]''': empowers a cultic rite, enabling a limited mastery of wild magic.
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* '''[[Master Familiar (sage ability)|Master Familiar]]''': reveals the true nature of familiars and increases the bond between familiar and master.
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* '''[[Transfiguration (sage ability)|Transfiguration]]''': the power to experience a momentary divine radiance.
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<br>
  
Sage
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=== Sage Status ===
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* '''[[Maleficium (sage ability)|Maleficium]]''': the mastery of wild magic with the intention of causing harm.
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* '''[[Mysticism (sage ability)|Mysticism]]''': the practice of religious ecstasy as a means of controlling wild magic.
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<br>
  
    Maleficium: the mastery of wild magic with the intention of causing harm.
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See also,<br>
    Mysticism: the practice of religious ecstasy as a means of controlling wild magic.
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[[Abulafia, Abraham (1240-1291)]]<br>
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[[Mage Sage Abilities]]

Latest revision as of 04:37, 27 January 2024

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