An Occult Primer is an introductory text to enable the non indoctrinated to learn and understand the basics of an occult process or power and becoming a Magus. Assuming the Primer is used on a New Character, it takes no additional time, and is part of their ‘build’.
> Otherwise: Significant time to acquire/achieve outside of Character Inception. + 1 Cost Portion
Outcome: A character studying a Primer makes a Codex (spell book – separate cost) for themselves, reflecting the Occult Primer’s Knowledge Outcome and the perspective under which they practiced – translating it to something others could use is difficult. If the character is not using this methodology for their occult tradition, the Codex may not be part of the output, but rather rely on memory and occult reservoir alone.
SIGNIFICANT EXPERIENCE: Reference works and basic exposure alone may only provide the foundation for gaining a [mechanics based] advantage. To reflect the practice and experience to gain that benefit consistently, typically requires a cost in Character Points.
d20 Requirements: Intelligence of 10 to use a Primer.
Class Based achievement, or Magic Initiate Feat
Magic Initiate (Feat): Wizard, Bard, or Sorcerer spells (only). The process takes +1 years (add to character’s age). The character must make a DC 10 Intelligence check to become capable enough to reliably be able to use the powers. If they fail, they must continue to learn for another 6 month time period, until they succeed at the check. Druid and Cleric are covered under Divine Primer.
Class Based: Allows a character to gain 1st Level in a Occult Class: Bard, Sorcerer, Wizard, Warlock, (Occult Slants) Fighter (Eldritch Knight) or Rogue (Arcane Trickster). Acquiring as Multiclass/After Inception: The process takes +4 years (add to character’s age). The character must make a DC 10 Intelligence check to become capable enough to reliably be able to use the powers. If they fail, they must continue to learn for another 6 month time period, until they succeed at the check. HALVE THE TIME IF:
This method overrides the spell mechanism normal for the class in the following ways:
This presents a good opportunity for adding Character Story elements to the Character.
This presents a good opportunity for the Game Master to use character Features as part of an Adventure.