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Occultism (Int)

You have a great deal of knowledge about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures.

Untrained Actions

The following activities require no special training.

Recall Knowledge

You can use Occultism to remember a bit of knowledge regarding ancient mysteries, obscure philosophy, or creatures of occult significance. The GM determines the DCs for such checks.

Success You recall the knowledge accurately.

Critical Failure You recall incorrect information.

Trained Activities

You can attempt the following uses of Occultism only if you are trained in this skill.

Identify Magic

Once you discover that an item, ongoing effect, or location is magical, you can spend an hour to attempt to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric items usually have higher DCs or might even be impossible to identify using Occultism alone. Heightening a spell doesn’t increase the DC.

Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect, you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.

Critical Success You learn all the attributes of the magic, including whether it is cursed.

Failure You fail to identify the magic and can’t try again for 1 day.

Critical Failure You misidentify the magic as something else of the GM’s choice.

Learn an Occult Spell

If you are an occult spellcaster, you can gain access to a new occult spell from someone who knows that spell or from magical writing like a spellbook or scroll.

To learn the spell, you must do the following.

  • Spend 1 hour per level of the spell, during which you must remain in conversation with the person who knows the spell or have the magical writing in your possession.
  • Have an amount of magical materials with the value indicated.
  • Attempt an Occultism check with a DC determined by the GM.

Success You expend the materials and learn the spell. If you have a spellbook, the spell is added to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.

Critical Success Per a success, but you expend only half the cost in materials.

Failure You fail to learn the spell but can try again after you gain a level. The materials aren’t expended.

Critical Failure Per a failure, plus you waste half the materials.

Read Esoterica

You can read and understand occult writing, including complex metaphysical systems, syncretic principles, and incoherent ramblings, as long as it is in a language you can normally read. This usually takes about 1 minute per page of text. To read and understand the nuances of particularly archaic, esoteric, or obscure texts, the GM may require you to attempt an Occultism check to see if you understand the true meaning of the esoterica. The GM might have you attempt one check for the entire text or one check for each section of a larger text.

Success You understand the true meaning of the text.

Critical Failure You misread the text.