Dabblers of the unknown, Occultists utilize "The Spark" in many unique forms.



Occultists are like living, ticking time bombs put in place by the universe itself - theorized to be the result of the massive amounts of death and trauma which was inflicted upon Luxara in the past and even until now in the present. A newer mutation present in living creatures, those with what has been dubbed as "The Spark" are able to control reality in strange and unique ways, circumventing certain understood laws of nature, time, physics, and even reality. This mutation has produced many such individuals of incredible power, however the most notable and potentially the most worrisome are that of the Occultists. Recognizing their Spark early on in their lives, most Occultists practice in an attempt to hone this newfound power, relying on its maddening call for their own whims.

Occultists were one of the few magic groups who made themselves known for having some particularly jittery individuals serve under them. This erratic behavior typically comes only a few years of having discovered their power where the powers of this "magic" has left its user in a state of agony - emotional or physical. Those who misuse their powers (which makes up roughly 80% of the population of those who use the Spark, already a minority making up just under 1,000 to 2,000 in the population of a single large country).

Class Prerequisites

"The Spark" trait

Class Skills

Occultists receives the following skills: Pistol (Learned), Chemistry (Learned), Trade [Any two] (Learned), Arcana (Learned), Appraise (Learned), Lore [Any three] (Learned), Research (Learned), Ritual (Learned), Symbology (Learned), Hearing (Learned), Sight (Learned), Deception (Learned), Etiquette (Learned), Haggling (Learned), Intimidate (Learned), Persuasion (Learned), Seduction (Learned), and Storytelling (Learned)

Class Traits

Occultists receive one of the traits from the following list: Demonic Entity, Gripped by Fear and Tentacles, Mystic Prodigy, Ideological Magic

Level Class Abilities
1 The Occult, Implement
2 School of Magic
3 Arcane Study
4 Command Thine Spark
5 Arcane Study
6 Release Thine Urges
7 Arcane Study
8 Subjugate Thine Enemies
9 Arcane Study
10 Spark Madness

Class Details

Details pertaining to Occultists.

The Occult

You have been touched by the Occult, and have garnered access to the powers therein - magic. Magic only accessible through your bloodline containing the oft sought after Spark. Choose one of the following spellcasting types; Arcana, Preternaturalist, or Corruption. You receive the spellcasting attribute from this spellcasting type, and receive 1 spell and 3 minor spells from this spellcasting type.


Occultists use implements to help with their ability to cast magic, these items acting as a conduit for the power to flow off of. You receive an implement to cast spells with, with the starting implements being either a small handheld object (like a wand or book) or a trinket of some sort. Attempting to cast spells without your implement on your person imposes a +2 to the TN of all spells you attempt to cast in this way.

Your implement also has an MR pool just like you, however this MR pool is equal to 1 + 1/4 of your Occultist level (minimum of 1). You are able to siphon the MR from your implement by spending a Minor Action, doing so grants you as many points from your items MR pool as you wish. Unlike regular spellcasters, this implement's MR pool's minimum is 0 and cannot go into the negatives through siphoning MR. Implements recharge their MR at a rate of 1 point per 3 hours.

If an implement is lost or destroyed, you can acquire a new one by spending 1 hour at the beginning of the day attuning a new item to become an implement for you to use. Weapons and armor cannot become implements unless they say otherwise in their description.

School of Magic

Different schools of magic practice different usages of spells, and you are expected to pick up a specific specialization as you start learning. Unlike a spellcasting type, schools of magic are more akin to a 'school of thought', and govern a particular philosophy or ideology when practicing magic. Choose one of the following schools presented below. Once chosen, this choice cannot be changed later.

A School of Magic typically grants an initial power, then determines what powers you will receive from your Arcane Study class ability.

School of Destruction

With the belief that the destructive power of spells should be harnessed and contained, used in precise moments and holding power until unleashing it in one massive burst, the School of Destruction is one of the most common schools of magic, with practitioners from all across the board adhering to its tenants - some even choosing to follow most of the tenants while creating their own subbranches.

1st level: You receive a +1 die bonus to checks to cast a spell if it deals damage.
3rd level: Increase the range of spells which deal damage by a number of hexes equal to 1/2 your level in hexes. This does not modify Area of Effect.
5th level: On spells which can spend successes to deal bonus damage, increase the damage which spending additional successes by 1.
7th level: Damage dealing spells which target a single target as its Area of Effect can affect an additional target. This new target can be the original target only if any other targets aren't available or in range.
9th level: Once per day you can increase the damage your spell is about to deal by 1.5 times (thus if a spell would deal 6 points of damage, it can be modified to deal 9 damage instead).

School of Knowledge

To you, knowledge is power. Through understanding your enemies you can learn how to best combat them, and how best to overcome them.

1st level: You receive a +1 die bonus to all Knowledge skill checks.
3rd level:
5th level: You receive a Lore skill check free at Adept rank, and the category of this skill must apply to a specific type of enemy (either being lore of that species, people from that country, ideology, and so on, up to GM discretion). You can make this Lore check in place of the spellcasting check to cast spells against this opponent.
7th level: When making a Knowledge skill check, you can attempt a TN 2 Research check before making it and on a successful check you have previously researched this particular knowledge in the past, granting you a +2 die bonus on this check (this stacks with the 1st level Arcane Study).
9th level: Once per day you can treat any skill as a Knowledge skill for the purpose of bonuses applied to it as well as effects you may be able to apply to it. This can only be done on other skill checks, and thus does not affect spellcasting attribute checks.

School of the Usurper

Though not particularly inspired by faith, your power comes from your knowledge and adherents to the tenants of the Great Usurper - Xiu-Lon'fey. Xiu-Lon'fey's practice of magic and his ability to rip the free will from his enemies inspired fear, ire, and awe.

This can only be selected if you select Preternaturalist as your spellcasting type.

1st level: You receive a bonus to your Grit equal to 1/4 of your total level (minimum of +1).
3rd level: When casting a spell which deals psychokinetic damage, you instead turn the psychokinetic damage into an effect which inflicts Fear. For every 3 points of psychokinetic damage being transformed, it inflicts the next stage of Fear (thus, 3 is Trivial Fear, 6 is Moderate Fear, and 9 is Severe Fear).
5th level: If an enemy attempts to cast a mind affecting spell against you and they fail the attack roll against your Grit, you can attempt to reverse their spell onto themselves, making a spellcasting check in turn at a +3 to the TN. On a success, it is as if they chose themselves for the target of their effect and were hit, on a failure the spell fizzles and dissipates.
7th level: Once per day you are able to ignore an enemies' immunities to mind-affecting effects for a single spell or ability, so long as the target isn't classified as mindless.
9th level: You have learned one of the darkest and most coveted secrets of the Usurper - to control someone completely and fully. Once per day you can target an individual you have line of sight to and make a spellcasting attack versus their Grit. On a successful check, you have completely taken over their mind and can control them for a number of hours equal to your spellcasting ability score.

School of Oblivion

All must die. Everything comes to an end, and you will bring all things to their death, kicking and screaming.

1st level: If you cast a spell which deals damage, you can choose to deal damage to yourself to increase the damage of the spell at a rate of 1 damage to yourself increasing the spell's damage by 1 each time. You cannot resist this damage in any way if this is used.
3rd level: Everyone within 4 hexes of you (including yourself) who fail at casting a spell increase the degree of failure by 1 step.
5th level: If an enemy attempts to hit you with a spell which deals damage, you can make a spellcasting check against the spell's TN + 3. On a successful check, they take 1 untyped damage as the spell backfires and harms them.
7th level: If you would take enough damage to bring you to 0 Hit Points you can sacrifice your remaining MR if it is above 0 to send you a shockwave in a 4 hex radius surrounding you. Everyone within this radius excluding yourself has a spellcasting attack made against their Avoid and on a successful hit, they fall prone. You remain at 1 Hit Point instead of 0.
9th level: If you would cast damage dealing spell and fail against the spell's Target Number, you can choose to continue to cast the spell. If your attack roll hits afterward, you take whatever degrees of failure effect from miscasting the spell in addition to being affected by your own spell. Both you and the target(s) hit by the spell only take half of whatever damage the spell would deal, and any additional effects beyond the damage fail to trigger.

Command Thine Spark

Your control over your magic has grown since you've started using it. Increase your spellcasting attribute by 1.

Release Thine Urges

If you would fail to cast a spell and you would be affected by the degrees of failure, you can substitute the negative effect with the following effect if you wish to;
Playing upon your own hubris and desires, your magic backfires in such a way as to play on said desires - to make you want. And indulge. For the next 1d4 rounds, you waste one action (either a Major Action, Minor Action, or Movement Action, your choice) attempting to engage in your desire or being stuck in a trance briefly. If you choose Major Action, it counts as having gone through 2 rounds instead of 1 round.

Subjugate Thine Enemies

Your command over magic is the thing of nightmares, a true spectacle of force and power. You receive a +2 die bonus on Intimidate checks against opponents if you've cast a spell within the last round. Alternatively you can forgo this bonus to instead make an Intimidate as a Reaction, so long as you have cast a spell within the last round.

Spark Madness

It is time. The clock strikes the 25th hour, and you have come to witness the truth, no matter how horrible…

As part of reaching Spark Madness, you increase your MR by 4 and increase your spellcasting attribute by 2. However, every time you cast a spell you lose 2 points of Sanity, gaining a +2 die bonus to your spellcasting checks for the spell. Unlike normal loss of Sanity, no effects occur until you reach 0 Sanity. After reaching 0 Sanity, you are afflicted with two random mental disorders (rolling 1d12 to determine which one), and these effects last until your Sanity is back to its maximum or 24 hours have passed, whichever comes first. If a mental illness specifies a specific time (such as Manic), you count yourself as having the worst outcome of the effect (in the case of Manic, you are Euphoric or Depressive, your choice).

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