Home - Page (Page 2)

Tag: Occult

Occult Orders of the Steel Realms

Posted on May 9, 2021 in Steel-Realms

Steel Realms Logo

Occult Orders of the Steel Realms generally follow the fantasy template for Occult orders for magi.
@RP Impact:

Proclamation Against Inter-Order Violence of the Occult Traditions: One of the most important activities of the Sisterhood of Dohar Jaideen is to moderate disagreements and challenges between Occult Orders of the Steel Realms.

Sorcerers Prohibited: All formal and accepted Occult Orders and Institutions & Factions of the Steel Realms Heartlands, does not accept Practitioners of Sorcery into their ranks since the Purge of the Hidden in CY 5009 – CY 5311, and is duty bound to report them to the Guild of Solars when they are encountered.

The Occult – Command of arcane powers and entities.

Most maintain the Standard Occult Reliquary of the Steel Realms for members. The Dus’irae – Common Spell Formulae are available to members of an order.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which most occult orders seek to have influence upon.

General (Fame/Reputation, etc.): Group institutions (organization/cultural/national, faith and occult) may/will have individual Prestige ratings and/or impact individual adjustments with the right Prestige Signifiers. Certain situations/conditions such as membership, can have an impact on reputation.

Common Mundane Requirements of Order Members: Generally a member must wear some badge of identification or have it adorned on their items. They must use order’s colors and significant symbols in their normal worn clothing, also it is expected that the practitioner wear any symbols or rank and/or office prominently. There are base symbols all occultists are expected to wear in order to present themselves, magus culture and set expectations to those seeking to employ them or assist them. Each of these is set within the previous when adorned.

Occult Order Template

D20
Forte: +2
Vulnerability: +2
Feat Learning: Can teach Magic Initiate
Organized Learning: If the character starts their career a member of an order, and takes the Sage background, they can add 1 addition spell known at first level and learn an extra Cantrip, which must be the ultimate functional demonstration of the occult – Prestidigitation.
Hospitality: The benefits of the Rustic Hospitality feature of the Folk Hero background, but from the order instead.
> Shelter of the Faithful
Symbol Armor: Mage Armor can be cast and the order’s symbol appears as if emblazoned on them.
Common Learning: Detect Magic and Mage Armor are automatically learned at 1st level, but count as only 1 spell for spells known.

Adept Schools: The members gain Advantage in learning spells from these schools. Most have only one.

Order Focus: Requires 1 Essence [permanently]. Takes the place of the Arcane Focus, up to the level supported by their presence within the order. Members are Attuned to it through a central order symbol, protected by the order. It grants entry and access to the order’s places and services. It can also locate the member for the purposes of divining their location or scrying.

Bonded Recovery: In addition to PHB. Always something related to what the order is known for. If the Order Focus is broken, this will not function.

  • Trivial Presence: Basic services are covered – a place to rest, meager fare, replenish mundane supplies – for their modest minimum or 5% tithe. Professional services like legal advice come at a reduced price. These members largely go unheard and are mostly in it for a little knowledge without having to commit to a major tithe and support.
    D20
    1st level spells. Spell availability will vary by group.
    Identification of magical items at cost.
    Scrolls of Detect Magic, Mage Armor, Alarm, Arcane Lock at half cost.
    Scrolls of any first level spell the order has catalogued with a 10% discount.
    Potions: Healing, Water Breathing, Feather Fall
    Fetish: [1 use] Water Breathing (fish head), Feather Fall (feather), Comprehend Languages (dust)
    Mundane Healing: Salve, Burn Balm, Poultice
    Kits: Herbalism, Medicine *Limit of 1 per Long Rest (if available)
    *If the institution has the materials. All have a magic library for the Arcana skill knowledge.
    Common Knowledge: [5] 50% Cost Portion
    Uncommon Library: [10] 100% Cost Portion
    Rare [15] 200% Cost Portion
    Secret/Hidden [20+] 500% Cost Portion
    Lores Taught: [Arcana]; Each Lore will have the maximum level of knowledge noted in terms of what contents are available in their reference body.

  • Minor Presence: (Includes Trivial Presence benefits). These members, in exchange for 10% of their income generally, in it to foster the goals of the group and secure a guaranteed and safe place to learn new magic. Services like civil and legal advice are generally free (without complications).
    D20
    Access to 1st – 3rd level spells. Spell availability will vary by group.
    Bonded Recovery: 1 1st level spell
    Identification of magical items at 50% normal cost.
    Feat Learning: Magic Initiate, Ritual Caster
  • Major Presence: Major members of the guilds are active and pay a major tithe (25% of their income generally). They report on their whereabouts and travels (without giving away secrets of the PC’s) and information they have gained in order to better inform other members. Each item they gain must be provided for examination by the order and catalogued. Quests and time tutoring or researching for the school or copying texts each annual cycle is likely included. Advice and services like legal advice are free are reduced to 50% of their cost. They officiate some ceremony and participate in group administration.
    D20
    Access to 1st – 6th level spells. Spell availability will vary by group.
    Bonded Recovery: One 1st and one 2nd level spell.
    Identification of magical items for free.
    Feat Learning: Magic Initiate, Ritual Caster, War Wizard, Spell Sniper
    The study of new spells at 50% normal costs.
  • Preeminent Presence: As with Major Presence, but they are leaders and representatives within the community and are part of higher group administration. A certain amount of time each year must be allocated to maintaining their presence.
    Access to 1st – 7th level spells and higher order knowledge by spell availability.
    Bonded Recovery: Two 1st, two 2nd level spells, and one 3rd level spell.
    The identification of magic items and all spell research is free.

Common Benefits:

Mana Reservoir ( Occult Anima)

Posted on May 6, 2021 in D20 Feature iCore Trait

A Mana Reservoir is the Occult form of Anima Reservoir (granting both Well and Pool). This energy is also used to make and/or trigger Occult Empowered Items and Places. The act of manifesting specific Occult Power/Capability using Mana (see hereafter) is referred to as Casting.

Feature Type: Occult

This reservoir grants a measure of the Anima energy known as Mana.

Acquiring and Improving Synergy Reservoirs: Follows standard Anima Reservoir’s methods. Its applicable aptitude is Occult.

Meditative Flows

The following capabilities can be enacted using Chi, but requires Meditation.

Dangers and Weaknesses

The reservoir can suffer Mana Corruption from several external sources.

Occult Aptitude

Posted on November 19, 2018 in Aptitude

Occult Aptitude is one of the 4 Pillar Aptitudes (Divine, Kinetic, Occult, and Psychic) that comprise the multitude of Presences’ (material, aethereal, etc.) in the The Pattern of the multiverse.

1

A permanent change in the Talent Level of this Aptitude triggers an instance of Actuated Awareness.


i20™ Aptitude Measure Details

iCore iCore™ Aptitude Measure Details

3
4

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
Divine: Bonds of greater purpose though spirit and insight into mystic connectedness.
Kinetic: Mind-over-body through the rigors of health, concentration, and discipline.
Occult: Command of arcane powers & entities through understanding of The Pattern.
Psychic: Reality as a representation/reflection of Will Power and inner vision.

Tags: ,

Top

House Narcosa (Necromancer Order of Salt Shore)

Posted on November 8, 2016 in Steel-Realms

Steel Realms Logo

House Narcosa is a standard Occult Order of the Steel Realms with standard benefits geared to the magus.
Command of Occult arcane powers and entities. The institution generally follows the Occult Culture of the Realms; It maintains the Standard Occult Reliquary of the Steel Realms for members and the Mystical Discernment service of the Ryadian Oblis in most of its chapter houses and affiliate locations.

Sorcerers Prohibited: This order, as with all formal and accepted Occult Orders and Institutions & Factions of the Steel Realms Heartlands, does not accept Practitioners of Sorcery into their ranks since the Purge of the Hidden in CY 5009 – CY 5311, and is duty bound to report them to the Guild of Solars when they are encountered.

“Order of Narcosa, The House of Necromancy”: House Narcosa (sometimes referred to as a ‘guild’) is one of the only 2 major notable institutions to focus on Necromancy in the realms. Understandably so, as their livelihood deals with the undead mostly, and there is a lot of fear and misunderstanding of their order. The order also has a special relationship with the fallen death god Djerduth. The order promotes the old gods ways, carrying on the religious traditions of death as a natural part of life, and seeking its mysteries to better understand the living. Far from the “death-worshiping anemic” its enemies portray it as, its members are the most physically fit and robust of wizardly orders – they practice medicine and are adherents of physical exercise and know the body and its workings like few others. The order serves as healers even in some places, such as North Gate Garrison They are THE premier operators against the undead there and other places in the north, though they number few and ways are kept secret. The Narcosan Watchers is a sect in the order that learns to repair the worst bone and tissue breaks, and can even repair animations.

Deepstone Archive of Rhylan in the Forest of Rhyl is overseen by the Duke of Rhyl’s house mages and priests, in addition to Rhylander Green Conjurists and House Narcosa – helping to keep copies of a lot of it in the Libraries of Port Towne.

The small order has been around for thousands of years. It is a fortified tower atop a granite 120’ x 70’ shelf that pushes 20’ above soil level.

Resolute: The lands and city of Reedbed was sacked, it stood. The town of Salt Shore burned, it stood. The shipyards of Salt Shore burned and the city sacked… it stood. Pirates took control of Salt Flats for years… it stood. The Purge of Hermenna ousted every malign master and apprentice along the shores of Lake Caolite in 9120 – it was left untouched. Each time the order survived and came out to treat the wounded and bury the dead. Every time some would-be ruler of the town surrounding it threatened the order, the threats quickly stopped. It is unknown what leverage the order has, but no one has tested it. The order is famous in the north, all around the massive Lake Caolite. Disease outbreaks, seasonal debilitation’s, crop death, clashes of armies, plague… always will they be there. The clergy of Aerna, even the White Sisters, admit to their prowess (albeit grudgingly). When possible, they maintain a fast sloop in Salt Shore, and can go anywhere on the shores of the lake to aid after any disaster – no questions asked, no port dues, no tithes.

  • Occult Theme/Motif: Red & White Feathers/Streamers
  • Presence Levels: Preeminent in northern heartlands; Order houses all over the north…
    • Major: Township of Saltmarch, Lake Caolite (shores)
    • Minor: North Gate Garrison, Lim, Arminsted
    • Trivial: Twin Springs, Karolak, Soriano, Thurlow
  • Alliances: None
  • Occult Focus: Schools of Magical Study…
    • Major: Necromancy
    • Minor:
    • Trivial:
  • Familiar Specialty: Lesser Homonculous
    Fetus like flesh creation @6th (in addition to any other familiar!); AC 12, HD: 1/HP = 4 [Cost = 180 silvers] Dexterity/Wisdom 15, Strength (half creators current; 5), Charisma 3, All Others 10
    Never sleeps, never tires, cannot be charmed or slept; sees through illusions. Speaks with creators voice.
    Stealth +4, Perception +3, Athletics +3 & Gets creators proficiency bonus.
  • Potion Specialty: Detect Life [Major Cost Portion/unlimited (2 at a time) for Major Presence]; INT x 10′ range, per Detect Magic
  • Scroll Specialty: False Life- “Stolen Life”; Ritual (DC 13) practiced in the Heartlands using special oils and written on prepared skin of a fallen foe (150 silvers) gains an extra +1 HP and immune to Chill Touch until the spell ends or HP used.
  • Lore Specialty: +1 Lores when trained for Cleric 1: Undead, Animations/Constructs, Diseases, Poisons.

Standard Rank Links

  1. Apprentice: A character just graduating is given 4 apprentice chain links. This symbolizes the awareness of the living, the eyes that behold north, south, east and west and allow the apprentice to determine their direction; They are painted to look like an eye.
    > 5th Apprentice link; “Inner Eye”: If the apprentice can survive a test of physical endurance (DC 10 Constitution) while reciting the proper ritual seeking knowledge (DC 10 Arcana) they are given a 5th link -a black eye – to add to their Chain of Authority, and allow them to seek Eye of the Child.

Honors and Medals Links

  • Eye of the Child:
    • Square Link: Essentially 2 eyes. It allows the wearer to remove 2 of the apprentice links and use them in a Lesser Homunculus – where they transform into real eyes and allow the Necromancer double the bonded range.
    • Rounded Link: The Necromancer may have the guild tattoo an eye upon the palm of their hand. It requires a 1 HP sacrifice permanently. The eye can see as the dead see up to 60′ – even in total and magical darkness. When the Necromancer casts False Life, it grants them 1 extra HP.
  • Caress of the Dead: At 3rd level/2nd level Cleric, the character may Offer to Djerduth 1 hp permanently to transform one of their hands into a Crawling Claw that operates as a normal black hand but can detach. If it dies, it will reform after a Long Rest.
Threshold Offering
1st
4th
7th
11th

Death God’s Servants

The guild members can gain Piety from the death god; they must have Religion as a skill

Adventures

Narcosa Cycle
Realm's Aptitude Powers: Divine, Occult, and Psychic

Top

Order of the Stone Hand/Graven Glyph

Posted on June 28, 2016 in Steel-Realms

Steel Realms Logo

Order of the Stone Hand is a standard Occult Order of the Steel Realms with standard benefits geared to the magus.
Command of Occult arcane powers and entities. The institution generally follows the Occult Culture of the Realms; It maintains the Standard Occult Reliquary of the Steel Realms for members and the Mystical Discernment service of the Ryadian Oblis in most of its chapter houses and affiliate locations.

Sorcerers Prohibited: This order, as with all formal and accepted Occult Orders and Institutions & Factions of the Steel Realms Heartlands, has an official policy to not accept Practitioners of Sorcery into their ranks. This has been true since the Purge of the Hidden in CY 5009 – CY 5311, and is duty bound to report them to the Guild of Solars when they are encountered.

Also known as the Order of the Graven Glyph. When it was created, it was created under the this name, and it attempted to bridge the efforts of House Malor in Dunstrand and the Northern Merchant Cities in providing a neutral party for peace negotiations and monitoring arcane perils between the two territories.

Karolak
Paul Dorn

All mages of the order carry a rod of power, attuned to the Graven Glyph. The rod allows them to enter the formal audience chambers in the guild hall, and identifies them. Each apprentice must find a unique material or item out of which to craft their own rod. Rods average around 1m in length – some have been used as maces and are made for physical combat, others purely for magical powers and status display.

Realm's Aptitude Powers: Divine, Occult, and Psychic

Top