Occultist

Novice Talents

Bad Luck Charm

You cause another creature to have a minor misfortunate accident or mishaps

Cost
1 Mana
Range
60 feet
Trigger
Your target makes a die roll

Your target has disadvantage on the triggering roll.

Bane

You curse your enemies with bad luck and weakness

Cost
1 Mana
Range
30 feet
Target
Up to three creatures you can see within range
Duration
Sustained, up to 1 minute

Whenever your target makes an attack roll, you can subtract 1d4 from their result. Whenever they are the target of an attack, you can subtract 1d4 from their DC against the attack.

Heightened

For each +1 Mana, you target one additional creature.

Bestow Curse

You impose a lasting and debilitating curse on your enemy

Cost
2 Mana
Target
One creature you can reach
Duration
Varies

Choose one of the following effects. Alternatively, the GM may allow you to invent your own curse.

  • Choose an attribute. Your target has disadvantage on rolls with that attribute.
  • Your target is slowed.
  • Your target has 5 Weakness to a damage type of your choice.
  • At the start of each of your target’s turns, roll a d6. On a roll of 1, your target cannot use a power that turn.
  • Your target is covered in horrible boils. Other people are disgusted by their hideous appearance.

Make a Magic attack roll against your target’s Spirit DC.

Critical Success
This spell lasts until your target meets some obscure condition you specify (eg. true love’s kiss or they pay off a debt)
Success
This spell lasts 1 hour
Failure
This spell lasts until the end of your target’s next turn
Critical Failure
This spell ends immediately

Heightened

For each +2 Mana, choose an additional effect from the list.

Command Person

You shout a command that your target is compelled to obey

Cost
1 Mana
Range
30 feet

Make a Magic attack roll against your target’s Spirit DC.

Critical Success
At the start of your target’s next turn, you can force them to use a power in a way you choose
Success
At the start of your target’s next turn, you can force them to Stride in a way you choose

Heightened

If you add +4 Mana, you can target up to 10 creatures within range.

Impending Doom

You declare that a creature is about to experience a specific kind of doom

Cost
2 Mana
Range
60 feet
Duration
1 hour

Choose an Attack power. You can use the Arriving Doom power one time.

Mind Reading

You link with another creature and attempt to read their mind

Cost
2 Mana
Range
30 feet
Duration
Sustained, up to 1 minute

Make a Magic attack roll against your target’s Spirit DC. Unless you get a critical success, your target knows someone is trying to read their mind.

Critical Success
As success, except your target doesn’t know someone is trying to read their mind
Success
You can hear your target’s surface thoughts, and you learn their Intellect score
Failure
You learn your target’s Intellect score
Critical Failure
Your target can hear your surface thoughts

Your target’s surface thoughts include phrases and actions they’re consciously thinking about. They do not includes subconscious thoughts, memories, or emotions. Words and phrases your target thinks are usually in their native language, which you may or may not understand. Actions your target thinks about are in terms of universal impulses that you always understand.

If your target is in combat, their surface thoughts always include details on what power they plan to use next. As usual, your target can change what power they plan to use next if the situation changes.

Portent

You can fortell briefs moments in the future, altering the course of fate

When you finish an 8-hour rest, roll two d20s and record the numbers rolled. You can replace any die roll made by you or a creature you can see with one of these foretelling rolls. You must choose to do so before the roll.

Each foretelling roll can be used only once. When you finish an 8-hour rest, you lose any unused foretelling rolls.

Suggestion

You magically nudge someone into performing a specific action

Cost
2 Mana
Range
30 feet
Duration
1 hour, until your target has completed your suggestion, or until you or any of your companions damage your target

You suggest a course of activity (limited to a sentence or two) to your target. The suggestion must be phrased to sound reasonable, it can’t be obviously harmful to your target or obviously against their self-interest. Make a Magic attack roll against your target’s Spirit DC.

Success
Your target pursues the suggested course of action to the best of its ability
Failure
Your target is unaffected but doesn’t realize you tried to control them
Critical Failure
Your target is unaffected and knows you tried to control them

Heightened

If you add +1 Mana, the duration extends to 24 hours. If you add an additional +1 Mana, the duration extends to 1 week.

If you add +4 Mana, you can target up to 10 creatures within range.

Veteran Talents

Clairvoyance

You conjure a magical eye that lets you see the details of a distant location

Cost
4 Mana
Range
500 feet
Target
A location within range, even if you can’t see the location
Duration
10 minutes

You create an invisible floating eye at the target location. You can see in all directions from that point as if using your normal visual senses. The eye is a physical object, and you can carry it or move it to new locations.

While you are within 5 feet of the eye, you automatically see through illusions, you can see invisible creatures and objects, and you can see perfectly even in complete darkness.

Confusion

You fill a creature’s mind with confusing images, making them act randomly

Cost
4 Mana
Range
30 feet
Duration
Sustained, up to 1 minute

Make a Magic attack roll against your target’s Intellect DC.

Failure
Your target is confused
Critical Failure
Your target is unaffected

Heightened

If you add +4 Mana, you can target up to 10 creatures within range.

Geas

You force a creature to perform specific actions over a long period of time

Cost
5 Mana
Range
60 feet
Duration
Varies

Declare some activity that your target must carry out or refrain from. You cannot order your target to perform an impossible or obviously suicidal activity. Whenever your target willingly acts against this order, but at most once per round, it takes 3d10 damage.

Make a Magic attack roll against your target’s Spirit DC.

Critical Success
This spell lasts for 1 month
Success
This spell lasts for 10 minutes
Failure
This spell lasts until the end of your target’s next turn
Critical Failure
This spell ends immediately

Heightened

If you add +1 Mana, the duration on a critical success extends to 1 year. If you add an additional +1 Mana, the spell lasts forever on a critical success.

For each +2 Mana, the damage increases by 1d10.

Greater Curse

Your curses are more potent and more debilitating

Prerequisites
Bestow Curse

Your Bestow Curse power gains the following effect.

Heightened

For each +2 Mana, choose one of the following effects in addition to the normal effect.

  • Your target is dazzled.
  • Your target is flat-footed.
  • Your target takes 1 fatigue. This fatigue cannot be recovered for the duration, and it goes away when the spell ends.
  • Your target looks and feels 10d6 years older.
  • Your target has -5 Reputation with everyone.

Prophecy

You announce a prophecy that fortells a future magical event

Duration
Until you use this power again

You declare a condition that could take place in the future, and you announce what will happen when this condition is met.

Choose a spell from any class that satisfies both the following conditions. You do not have to know this spell.

  • You know another spell of the same or higher tier
  • The effect of the chosen spell vaguely matches the event you prophesied

You cast the chosen spell as part of this power. The chosen spell doesn’t take effect as normal, but instead takes effect when you use Observe Prophecy. You must specify all the parameters of the chosen spell (including its target, any heightening, and so on) when you make the prophecy. You can use the Observe Prophecy power once, after which this power ends.

Prophecies are strongest when there are many different people nearby to hear them. At the GM’s discretion, if you use this power while overheard by two important NPCs who are unfriendly or hostile towards each other, the chosen spell has -2 cost.

For example, you might prophesy “When things look darkest, a light will shine the way!” Then you could use Observe Prophecy any time you are surrounded by darkness, whether by literal physical darkness or by metaphorical forces of darkness. Your chosen spell might be Light or Daylight.

As another example, you might prophesy “All creatures who attempt to harm the righteous hero will be slain!” Then you could use Observe Prophecy any time a righteous hero or adventurer is attacked. Your chosen spell might be Harm or Invoke Blast.

Master Talents

Devil's Luck

You are an infinite source of bad luck to others

Prerequisites
Bad Luck Charm

Your Bad Luck Charm power is no longer , you can use it any time the trigger is met.

Dominate

You take control of a target’s body, forcing them to act

Cost
8 Mana
Duration
Sustained, up to 1 hour

Make a Magic attack roll against your target’s Spirit DC.

Critical Success
As success, and you automatically succeed on the attack roll when you sustain this spell in the future
Success
Your target is dominated
Failure
Your target is flat-footed

If you order your target to do something strongly against their nature, such as attacking an ally, they can try to resist your domination. Your target makes a Spirit roll against your Magic DC. On a success, their turn ends, or on a critical success, this power ends.

Heightened

If you add +1 Mana, the duration changes to 8 hours.

Forbidden Lore

You learn eldritch information about a topic that overloads the mind

Cost
6 Mana
Range
30 feet
Target
Yourself, plus any number of creatures within range

Describe a person, place, or object. Your target learns a brief summary of the significant lore about that thing. The information you learn is accurate but might be couched in figurative language.

Optionally, you can choose for this spell to give further detail. Your target learns everything there is to know about that thing. However, the overload of information means your target takes 7d10 damage and is terrified of that thing until the end of their next turn.

You can’t exclude yourself from this spell’s effect. This means that if you damage an enemy with this spell, you will always take the damage as well.

Epic Talents

Ribbons

Eldritch Lore

You gain supernatural knowledge of anything topic you want to learn about

Cost
2 Mana
Duration
Until you cast this spell again

You gain a Lore proficiency of your choice.

Evil Eye

You give someone the evil eye, promising misfortune in their future

Target
One creature you can see
Duration
Until you cast this spell again

Your target has disadantage on their next die roll.

Friends

You temporarily make a creature friendly towards you

Range
30 feet
Duration
1 minute

Make a Magic attack roll against your target’s Spirit DC.

Critical Success
As success, and your target considers you a close and trusted friend
Success
You have advantage on all Spirit+Eloquence rolls to talk to your target

On a failure or critical failure, or when this spell’s duration ends, your target realizes you tried to magically charm them. This usually makes your target unfriendly or hostile towards you.

Object Reading

You can see an object’s past, and can locate it in the future

Cost
3 Mana
Target
One object you can reach
Duration
1 hour

You can see your target’s past, from its point of view, up to 24 hours in the past. You learn this information all at once when you cast the spell, and you can process it instantly, focusing on important or interesting information as you wish.

You know the exact distance and direction to your target.

Oracle

You are known as a sooth-sayer or oracle who perceives the future

You have a reputation as someone who receives accurate visions of the future. Other people are likely to heed your predictions, especially if you make them as part of a dramatic oracular trance.

Read Omens

You peek into the future, learning a clue about what will happen

Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen.