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Mana Reservoir (Occult Anima)

Posted on May 6, 2021 in D20 Feature iCore Trait

The character gains a Well (and supplementary Pool) of Anima associated with divine energy called Mana. This energy is also used to make and/or trigger Occult Empowered Items and Places. The reservoir can suffer Mana Corruption from several external sources. The act of manifesting specific Occult Power/Capability using Synergy (see hereafter) is referred to as Casting.

Learning: In addition to other requirements, the entity acquiring it must find some way to learn to do so; The Anima Reservoir’s have a standard means of doing this. Natural [Aptitude] Talents automatically gain this Feature if they have Occult Talent.


D20 Mana Pool Mechanics

COST/REQ: 1 [contentblock id=essence1] or Inherent by Species, an Actuated Awareness trigger; Channeler: 1 Essence

Return Rate: 1/Short Rest, All/Long Rest, enhanced by Meditation

A character may empower a casting to substitute for the Pervasive/Common materials (1% Cost Portion) or increase the material empowerment by 1 + a [related Aptitude]. Example: A character without any materials or Mystic Focus Point Item may use 1 anima {Mana} to substitute or increase the material empowerment to the Uncommon (10% Cost Portion). If they have {Occult} Aptitude, they may increase the material empowerment 1 level for each point of Anima (maximum 5 {Mana} for level of Cost Portion).

Starting, Gaining, and Losing Mana

Channeling: Whenever the character Releases Potential, they gain an extra 1, 2 if done during Actuated Awareness.

Starting:

  • Character Creation:
    • Initial Essence: Proficiency Bonus + 1 Point per Occult Aptitude
    • Test: DC 10 generic check (+ Proficiency Bonus) = 1 Point (adds 10% to starting age, character may become Hardened)
  • Gaining:

  • Releasing Potential: 1 Essence = 1 Point per Occult Aptitude (min. 1); If spent during a moment of Actuated Awareness, increase by 1.
  • Reward: A direct Reward granted by the Game Master based on unusual circumstances or particularly adroit actions. This may be related to personal or institutional service.
  • Losing:

  • Essence:
  • iCore Feature Mechanics

    COST/REQ: -5 CP or Inherent by Species, an Actuated Awareness trigger.
    Type: Occult

    Occult Aptitude

    Posted on November 19, 2018

    Occult Engagement: Having Occult Aptitude and/or occult capability (powers, traits, features using occult [Mana] energy). It is fundamentally the power of revealing the energy of creation to alter The Pattern. A character who takes on this engagement as a primary path of character development is referred to as a Magus. A permanent change in the score of this Aptitude triggers an Actuated Awareness. The act of manifesting specific Occult Power/Capability using Mana (see hereafter) is referred to as Casting.

    Petitioning for Occult Power: For more information of the actions and perspectives on this, see the Guide for the Magus.

    Occult Energy: Mana

    Mana allows a character to manipulate object, powers, and features based on occult bonds to The Pattern. To consciously and freely gain and use Mana, a character must have a Essence and a Mana Pool. Occult Aptitude provides a basic amount in a Mana Pool, but Mana can be developed independent of it.

    d20™ Occult Aptitude Mechanics

    This content is part of the i20™ Variant for the d20 System™.

    Requirements: Adoption of a Primary Class and Primary Ability. * No Aptitude power can be exercised unless the character’s level is equal to the Aptitude rating. *

    Primary Classes: Bard (College of Lore only), Sorcerer, Warlock, or Wizard, Fighter (Eldritch Knight – Occult Chronicle or Minor Pact), Rogue (Arcane Trickster – Occult Chronicle or Minor Pact)

    Primary Abilities: Charisma, Intelligence, Wisdom

    Characters must choose their Primary Class if they have not already (they may only possess 1). This class must be one in which they have a level in. The character must choose their Primary Ability if they have not already (they may only possess 1); It must be on the list of the class’s Proficient Abilities.

    Occult Group: A Coven; Requires 3+ occultists can combine powers
    All occult abilities manifest as if it were a normal spell for requirements and effects, unless specifically noted. All spells are cast at the Occult Class level, or minimum level needed to cast (whichever is greater). If an aptitude power is not normally usable by the Occult Class, the character can still use it.

    • Major Occultists: These have a deep background of regimen, discipline, and experience.
    • Minor Occultists: This represents a tangential, minimal, or passing interest only. These include: Magic Initiate and Ritual Caster that use Wizard/Bard/Sorcerer/Warlock spells with Occult Chronicle or Minor Pact as their source.
    D20 Occult Aptitude
    Rating Cost Description (Cumulative Effects)
    1 5 Essence

    Natural Discernment: +1 on checks for Occult Phenomenon

    Natural Affinity: The character may Attune a single Empowered Occult Item without Pledging Essence.

    2 4 Essence(9 total)
    • Attribute Affinity: The character gains a +1 increase to the maximum value (usually taking it to 21) of their Primary Ability within their Primary Class.
    3 3 Essence(12 total)
    • Aptitude Emphasis: At 8th level, if you choose an Ability Score Increase in your Primary Class’s 2 proficient abilities, you can increase one ability by 1 and the other by 2.
    4 2 Essence(14 total) Vital Conduit = Gleaning Retrieval: [1 Mana] as part of a Mystic Offering to Glean Mana from a magical/mystical object.
    4 @ time of Character Inception
    D20 Occult Aptitude
    Aspect Aptitude 1 Aptitude 2 Aptitude 3 Aptitude 4
    Aegis Power Occult Aegis (As an Action; +2 AC; treated as abjuration or conjuration; lasts 10 minutes and shimmers – Stealth is not possible; no concentration needed) +1 Greater Resilience, Non-Detection +1 Counter Spell (targeting self only), +1 Greater Resilience (can spend both at once)
    Attunement Can attune an additional occult item (requiring the OCcult Class). Can attune an additional occult item (requiring the Occult Class).
    Occult Alacrity Can use 1 Mana to suspend a readied spell to persist for up to 1 hour. A readied spell gets the occultist’s Occult Aptitude rating as an Initiative bonus and it cannot be interrupted when cast.
    Occult Assistant Unseen Servant gains a movement rate same as Occultist’s species normal Unseen Servant gains bonus HP and Strength = Occult Aptitude If the occultist is within 100’ of an object that they own or are attuned to, the assistant can fetch the item and return if the occultist does not move more than 30’ before it returns. Unseen Servant enhances Mage Hand so that its activity once cast runs as a Bonus Action
    Occult Inspiration 1 Mana gains a +1 on an Arcana check (maximum bonus +4 on any single check)
    Occult Power +1 Spell Slot (1st level only). +1 Spell Slot (1st or 2nd level)
    Ritualist The character gains knowledge of one 1st level spell of their class that can be ritualized. Swap out a prepared ritual spell per Short Rest (10 minute * spell level) Character can prepare an extra spell as long as it a spell that can be ritualized; or The character gains knowledge of one 1st level ritual spell of any class.
    Sense Magic Detect Magic uses a Bonus Action instead Detect Magic range is x Occult Aptitude Detect Magic duration is x Occult Aptitude Detect Magic requires no Concentration
    Student of Magic +1 Spells Known (of 1st level only) +1 Prepared Spell or +1 Spells Known (1st or 2nd level) +1 Spells Known (1st or 2nd level) & +1 to Spell Attack Modifier +1 Prepared Spell or Spells Known
    1/Short Rest Powers Detect Magic, Unseen Servant Long Strider, Occult Aegis Arcanist’s Magic Aura Shield
    4 @ time of Character Inception

    High Occultist

    Once the Occult Level has exceeded aptitude (5th).

    • Bard: They gain a wizard school, and Bardic Inspiration is doubled when used resisting spells, +1 Spells Known and +1 Spell Slot
    • Sorcerer: +1 Sorcery Point, +1 Metamagic, Regain +1 Sorcery point per Short Rest, +1 Spell Known
    • Warlock: +1 spells known. +1 Spell Slot and +1 Eldritch Invocation when they get their pact boon OR can use their 6th level warlock powers twice as often. Their curses after they get their pact boon are stronger as well. Bane is always maximum penalty, and Bestow Curse has disadvantage on its save.
    • Wizard: Gains a 2nd level ability from another school (not any tradition – must be a school of magic) at 5th and another at 10th (or the 6th level ability in the first one), +1 cantrip, can use 5 mana to cast Detect Magic, +1 to Arcane Recovery, +1 prepared spell.

    iCore Occult Mechanics

    iCore Occult Aptitude
    Rating Cost Description
    1 5 Essence
    2 4 Essence(9 total)
    3 3 Essence(12 total)
    4 2 Essence(14 total)
    4 @ time of Character Inception
    The Divine: Bonds of greater purpose though spirit and insight into mystic connectedness.
    The Occult: Command of arcane powers & entities through understanding of The Pattern.
    The Kinesthetic: Mind-over-body through the rigors of health, concentration, and discipline.
    The Psychogenic: Reality as a representation/reflection of Will Power and inner vision.

    Tags: ,

    [Base] d20 Warlock Class Variant

    Posted on October 11, 2015

    These materials represent the Incarna i20™ approach based on d20 use.

    ONLY Applicable to the i20 Variant

    The Warlock is always trying to balance their personal quest for power (shortcut) with the plans of their patron and the possible outcomes from their Sworn and Beholden service. These outcomes may be detrimental to them in the long run, or those people or places important to them.

    Story Emphasis: It is strongly suggested that all characters have some story for the important elements of their characters.

    Universal for all classes: Starting Equipment and Money = By campaign setting – DO NOT USE THE ©PLAYERS HANDBOOK.

    Primary Aptitude(s): Divine, Occult OR Psychic; Divine followers generally use Conviction and progress through the States of Grace. Doing so violates their pact and they will lose all their powers [except Eldritch Invocations] until they Atone.

    • GODS MAY SERVE AS PATRONS. Those Divine Principals that offer patronage may not not demand strict adherence to tenets, but warlocks must swear as part of Sworn and Beholden to never go directly against the agents, avatars, and adherents on in direct service to the god.
    • FIENDS MAY SERVE AS PATRONS: [Dark One] It is a pact with the black pits of hell and the outer dark. Sworn and Beholden: They want power. They want to corrupt, control, and siphon it.


    LEVEL-UP: The GM rewards a character a level based on Merit. By default, i20™ assumes by campaign milestone and limited by Experiences using Improvement Limits. Multiclassing follows i20 multi-class parameters in addition to the base requirements. Sanity increases by 1 every 4 character levels.

    Magic/Spell Changes

    [d20-summary-magic-changes]

    They come from the Mystic Tradition of Patronage. This class uses both Spell and Invocation type castings for determining Casting Constraints. With Conviction, this class can use Divine Connexion to call on small intercessions and counters.

    Commitment to Mystic Tradition: If a character decides to commit to a single Tradition as well as using Aptitude for d20 and no Multiclassing, they gain a Committed Spell Progression.

    Changes to the PHB Warlock Class

    1. Warlock Eldritch Invocations that say so, do NOT use a warlock spell slot, they are each a “per Short Rest” power.
    2. Essence Bind: The Warlock loses 1 Essence at 1st level for the deep ties to their patron to channel invocations; they may have a basic Shared Litany (good standing with their faith’s tenets) as well.
    3. The Warlock’s Arcane Focus is a form of
    4. Focus Point.
    5. Tasha’s Cauldron: Additional Warlock Spells, Eldritch Versatility (Optional Features)
    6. Pact of the Blade Changes:

      • Eldritch Blade: Prerequisite: Pact of the Blade feature & 4th level
        You may choose to make attacks with your Pact Blade as Melee Spell Attacks. When doing so, you may add your Charisma bonus instead of your Strength or Dexterity bonus to the attack rolls (not damage) rolls of your Pact Blade.
      • Phantasmal Blade: Prerequisite: Pact of the Blade feature & 7th level
        When you summon your Pact Weapon, select a damage type: until you dismiss your weapon or take a short or long rest, your Pact Weapon deals this type of damage.
      • Living Blade: The Warlock may sacrifice 1 Essence to further bind their weapon. This causes it to use Charisma as a damage modifier instead of strength as well. Once per turn, upon scoring a hit, the bonded weapon will also evince an effect equal to Prestidigitation.
        > If the item is “destroyed”, it is banished instead for 24 hours and the Warlock takes D4 damage (cannot be killed; automatic madness if it does enough damage) and must make a DC 10 Sanity check or gains a temporary madness during that time.
    7. Pact of the Tome Changes:

      • Patron’s Watcher: At 4th level, an Essence Bound Warlock which takes the Ritual Caster feat automatically also gains Find Familiar spell; those with the Pact of the Chain gain Phantom Steed in their ritual book in addition to the normal starting spells.
      • Living Tome: A Warlock character with Pact of the Tome may spend 1 Essence to make their tome a living tome. It has the following benefits: 1) If the tome is destroyed, when it is re-conjured it has the same spells; 2) Their Book of Shadows has a number of Cantrips equal to 3 or their Charisma bonus; If ever their CHA bonus is higher, they gain the difference between 3 and the CHA bonus; 3) If the character has a Book of Ancient Secrets they gain a number of ritual spells equal to equal to 3 or their Charisma bonus (whichever is higher)
        > If the item is “destroyed”, it is banished instead for 24 hours and the Warlock takes D4 damage (cannot be killed; automatic madness if it does enough damage) and must make a DC 10 Sanity check or gains a temporary madness during that time.
    8. Pact of the Chain Changes:

      • Eldritch Evocation: Voice of the Chain Master Avatar of the Master requires the Warlock to spend 1 Essence. This Invocation also has the effect of creating such a close bond between the Warlock and his familiar that the familiar is able to maintain concentration on one spell (until the spell’s maximum duration) while the Warlock concentrates on another – just as the Magnify Ritual Spell Ritual Lore ability. Additionally, the Warlock is able to cast an spell with a verbal only component through the Familiar, as if the familiar were casting it, with the Familiar duplicating the Warlock’s actions. A familiar can also control a summoned Mage Hand, Unseen Servant, and may issue commands to a victim of the Warlock’s Charm Person spell.
        > If the item is “destroyed”, it is banished instead for 24 hours and the Warlock takes D4 damage (cannot be killed; automatic madness if it does enough damage) and must make a DC 10 Sanity check or gains a temporary madness during that time.
      • An Unseen Servant may be commanded using a Reaction instead of a Bonus Action
      • Mage Hand may be controlled using a Bonus action instead of a regular Action
      • Charm Person: Any creatures first time spell save against the warlock casting it upon them is made with Disadvantage

    Sworn and Beholden

    This is a deep part of the Warlock – in exchange for knowledge and power, they serve their patron. At 4th, 8th, and 12th levels, all Warlocks voluntarily subjects themselves to a Gaes from their Patron. They must attempt to fulfill this Gaes as swiftly as possible, or lose the powers of their Eldritch Invocations. While under this Gaes, they gain the use of an additional Elritch Invocation to complete it, and when complete its use fades from the character’s ability.

    Powers

    • None of the Invocations use a Spell Slot to cast; the Warlock barely has any spell slots already, this penalizes them rather than empowers.
    • The following are changed to 1/Short Rest: Thief of Five Fates

    Feats

    Soul Sacrifice (Offering)

    Blood and Souls! The character kills a victim in a manner proscribed by a Ritual. A Number of victims can be sacrificed for gain equal to their Charisma modifier (min. 1). The benefits gained vanish after a period of time equal to a Short Rest (Long Rest if 13th level or higher). For each sacrifice, the Warlock may choose the following benefit:

    • [Universal] Switch out 1 of their Eldritch Invocations until the long rest ends. The new one can be any they meet the requirements for.
    • Fiend: Dark Ones Own Luck
    • Old One: Entropic Ward
    • Fey: Misty Escape

    Requirements: Soul sacrifice may be done only 1/Long Rest. The victim must be sentient, and have Essence. Type: Enemies of the Patron. Alignment: Must reflect enemies of the Patron.

    Warlock Books and Tomes

    Inscription Rules: What is inscribed in Warlock grimoires persists through re-conjurings if the inscription cost is doubled. By strict interpretation, anything inscribed therein is gone if it is destroyed or un-conjured. Persistence lasts only a single re-conjuring; if a book is re-conjured each spell and cantrip must be inscribed over the top of again using more expensive materials or the tome’s destruction will cause them to be lost.

    • Book of Shadows: Normal Inscription Rules apply…
    • Tome of Ancient Secrets: Normal Inscription Rules apply…

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