Occultists know a kind of magic which is mechanically built around a single very flexible open-ended HERO System base Power that can be bought once and then used to do many different effects. For instance rather than buying a lot of different effects with the SFX of "Illusions" a Character could reasonably just buy Images and configure it in such a way that it can be used for just about any sort of "Illusion". Similarly a viable Conjurer could be designed that simply has a very flexible and powerful Summon power.
There are many Powers that are intrinsically very flexible, and though very narrow in application a practitioner of such a style of Magic can still be fairly powerful. This sort of Magic System is extremely simple and easy to play and really doesn't require much in the way of guidelines beyond the core game rules themselves unless the GM wishes to introduce some flavor or restrictions. Some sample Occultist "Magic Systems" include:
- Conjurer (Summon Power)
- Stormcaller (Change Environment)
- Illusionist (Images)
- Dreamcaller (Mental Illusions)
- Transmuter (Transform)
- Seer (Clairsentience)
- Healer (Healing)
- Skinshifter (Multiform)
- Banisher (Dispel)
- Nullifier (Suppress)
- Dominator (Mind Control)
- Possessor (Possession; 6e APG)
- Enhancer: (Aid)
There generally isn't a lot of scholarly knowledge necessary behind this style of magic, though a GM can easily make this more learned and less intrinsic by simply mandating that such abilities Require a Skill Roll (either one all-encompassing Mystic Lore Skill, or specialized Skills per type of magic).
An Occultist can learn more than one kind of magic; a practitioner could be both a Healer and a Dreamcaller for instance. Power Frameworks may or may not be available, as the GM sees fit.
It is recommended that Occultism abilities must always cost endurance (at least to activate). Further they should not be allowed to be on Charges, or to take Independent, or Focus (or any other externalizing Limitation).
EditWorld of Generica
Collectively, Occultism is sometimes referred to as
"The Art". The following defines the use of Occultism in the
World of Generica setting:
- RSR: Occult Lore (INT) is required on all Occult abilities.
- +1 for rolls with a specific Occult ability can be purchased for 1 point
- Example: +3 w/ Stormcalling; Real Cost: 3 points
- An Occultist that has three or more Occult abilities can:
- Combine them into a single Occult Elemental Control (5e)
- Apply Unified Power to them (6e)
- The following Limitation restrictions are in effect:
- Must Cost END
- Cannot take Charges
- Cannot be Independent
- Cannot require a Foci
Magic Systems