• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Occult Lore

Occult Lore is the definitive tome of alternate D20 magic systems. This 240-page hardcover sourcebook contains new spells, magic items, creatures, PC and NPC classes, prestige classes, domains, and in-depth rules for ten new magic traditions. Heres just a few:

  • Astrology places the wisdom of the stars into the hands of mortals; horoscopes can predict a characters future, the most auspicious time to explore a dungeon, or let an Astrologer control the subject of a nativity from afar.
  • Elementalism turns the forces of air, earth, fire, and water to the will of the spellcaster, until the Elementalist tranforms herself into one of the elemental creatures she commands!
  • Herbalism is the craft of the Wylderwitch and the Grand Herbalist -- the plants of the field become healing poultices and powders, magical concoctions that can extend or shorten life, or even Verdex that "bind" spells for later use.Occult Lore features Bairds Botanical, an extensive appendix describing twenty mundane and magical plants and the concoctions Herbalists can distill from them.
  • Oneiromancy grants access to the dream worlds where id-hounds roam, Lucid Dreamers manipulate dream reality to fit their own deepest desires, and secret knowledge or transient magic items are the treasures of a sleeping mind.
  • Spirit Cultivation is the Gleaners art of capturing the fleeting remnants of a soul, and slowly teaching it the ways of power. Gleaners nuture these souls first in a cloak of remnants, then transfer them into reliquaries to invoke the skills and spells of the spirit, and finally use focal charms to control spirits with the power of the gods themselves!
  • Sympathetic Magic uses ritual points to toss spells across continents -- all a Mage needs is a lock of hair to curse an enemy for a lifetime.
 

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Simon Collins

Explorer
Beware! This review contains major spoilers.
This is not a playtest review.

Occult Lore is a sourcebook offering ten new magical traditions with accompanying rules to introduce this type of magic into your campaign.

At $29.95 for 240 pages, this volume is pretty good value for money compared to other products of its size and type. As usual with Atlas products, space usage is not perfect with regular areas of white space and widely spaced sub-headings and tables, but the font is good (particularly in the OGC boxes) and margins standard. The internal mono art is average to good, whilst the front cover depicts a glowing sigil over a pool of water indicating its subject matter. Writing style and editing are good, with occasional minor errors.

Chapter One: Alchemy, covers two aspects of alchemy illuminated through two distinct organizations. The Society of Arcane Healers use a form of mediaeval healing (the elemental forces of Choler (fire), Melancholy (earth), Sanguine (air), and Phlegm (water)) except in this case the healing actually works. The healers revere the patron saint of healing, Asclepius. Various new diseases, including Plague and Typhus as well as more legendary diseases, are discussed and statted out. New alchemical equipment such as Aqua Vitae is discussed, along with alchemical notation and treatises. A new full NPC class, the Arcane Healer, is then given. Members of the Golden Cabal, in contrast, seek immortality through alchemy. A new prestige class, Grand Alchemist Of The Golden Cabal, has details on using metallic distillations and elixirs to extend lifespan. The chapter finishes with some adventure hooks for introducing the concepts introduced previously.

Chapter Two: Astrology, begins by introducing a new skill, Astrology, the ability to use mathematics and astronomy to craft and interpret horoscopes. New equipment - the astrolabe, star charts and texts on astrology are discussed. A new NPC class, the Computer (or Cosmographer) is given, followed by various different types of horoscopes to divine coming events and auspicious times for action, as well as a new feat, Compute Spell Inception, which helps a spellcaster choose an auspicious day for casting a spell. The theme continues with a discussion of nativity horoscopes and a new creature, the Pangunculus, a semi-living wax doll which attracts harmful spells to itself if they are aimed at its maker. After a brief discourse on fantasy astrology, a new PC class, the Astrologer, is introduced - a spellcaster who uses astrological formulae to cast spells and benefits from an astrological connection to a target. They can also store spells for later use in fetishes, gain a familiar, and can specialise in a school of magic. A new feat, Create Spell Talisman, allows Astrologers to create reusable fetishes. The chapter continues with a discussion of astrologer-priests, those who worship the stars. Four new domains (using standard spells from Core Rulebook I) are offered - Sacred Geometry, Luna, Sidereal, and Sovereignty - to bolster this concept, and two new prestige classes - the Solar Hierophant and the Lunar Mystagogue - each of which has class features which symbolise aspects of the sun and moon respectively (for instance, the Solar Hierophant can channel positive energy and create vessels that shine like a daylight spell, whilst the Lunar Mystagogue channels negative energy, and gains the blindsight ability and power over the creatures of the underworld). The chapter ends with an adventure hook.

Chapter Three: Elementalism, introduces another new PC class, the Elementalist, with its four specialist branches - Auramancy, Terramancy, Ignamancy, and Aquamancy. The elementalist gains affinities with and power over the elements. They are much like wizards in terms of spellcasting, specialising in an elemental 'school' which renders its opposite unavailable, and using spellbooks. They can also transform into elemental creatures themselves, and a template serves to illustrate this process. Four elementalist NPCs and their elemental familiars further clarify the class and the chapter ends with some adventure seeds and the Elementalist spell list (drawing heavily upon the new spells found later in the book).

Chapter Four: Geomancy, uses concepts familiar to those who know a little about ley lines and feng shui - magical energy travels across the land in lines and meet at a powerful nexus. These magical energy paths can create strong magical areas and weak magical areas, which can enhance and weaken spellcasting. These positive and negative magic zones are discussed in detail along with the possible consequences of casting in these areas - such as magical overload and forgotten spells. Information is given on detecting and altering these magic zones; two new feats are offered - Dowsing and Geomancy - which aid in these tasks. The chapter ends with some advice on integrating geomancy into a campaign, and an adventure seed.

Chapter Five: Herbalism, begins by discussing the various uses of herbs in a campaign and expands on the Craft - Cooking skill. There is a lengthy sidebar offering a new skill of Herbalism, which allows the user to identify plant traits and use them to brew herbal concoctions, both mundane and magical. Much of the information relates to the list of plants in the Appendix, which have stats that relate to the Herbalism skill check process. A new feat, Plantbind, allows a user to attune a spell to a herb, allowing the spell to be stored for later use. Two new prestige classes are given - the Master Herbalist (an expert in brewing concoctions) and the Wylderwitch, a more witchy 5-level version of the Master Herbalist. After a short discussion on NPC herbalists, various herbalist equipment, both magical and mundane, is described and pictured. Two adventure seeds finish off the chapter.

Chapter Six: Magical Imagination, uses an organisation called The Society Of Heralds as a vehicle for describing the use of mnemonics as a magical method (the practice of using images in the mind to remember complex or lengthy information). Those who study the art become heralds, messengers and suchlike whilst secretly collecting vast amounts of other information, both mundane and arcane, to increase the power of the society. A new prestige class, the Heraldic Wanderer, is woven into information on the society, and discusses the magical methods the PrC uses, such as memory palaces and the loci within that represent information on a place, something or someone. Heraldic Wanderer's also use magical marble statues, called Herms, to store this information in. The chapter ends with a couple of adventure seeds and a new wondrous item.

Chapter Seven: Oneiromancy, discusses the realm of dreams. The chapter begins with a discussion on the uses of dreams in adventures for prophecy, divination, and meta-game considerations such as allowing a PC to dream of an important piece of information the party overlooked the previous day. There is then a comprehensive set of rules for adventuring in the dream realm, using a mechanic called dream points that allow a character to attempt to mold the dream realm to his will, using a new skill: Lucid Dreaming. Further advice is given on running adventures in a dream realm, discussing the possibilities for more dramatic combat, random magic, and death in dreams. A new PrC, the Oneiromancer, is offered up, an expert in manipulating and surviving in the dream realm. Two new dream-related deities (one good, one evil) and a new Dream domain are also given. The chapter continues with further advice on running adventures in the dream realm - entering and leaving the realm, the types of adventures that are best suited to the dreamworld, the use of symbolism, the rewards of dreaming, and dealing with elves lack of sleep. Various magical items, creatures and templates related to the dream world including manifestations of the id, ego and superego, the dream host's self-image and a Dream Lich. Some adventure seeds end the chapter.

Chapter Eight: Rational Magic, introduces the idea of a kind of anti-magic created from a firm disbelief in magic. A new skill, Logic, is used for this disbelief process, along with a new PrC, the Skeptic. Some adventure seeds and their related NPCs round off this short (and rather weak) chapter.

Chapter Nine: Spirit Cultivation, introduces the Gleaner PC class, a necromancer who sustains the remnants of spirit left in a dead body, building them up to more powerful spirits that will serve him (called revenants). A new skill is offered, Spiritcraft, which is like a specialised version of Knowledge (Undead) to be used with the detect undead spell. The Gleaner uses various magical items to store and sustain revenants, including spiritstones (which store revenants), reqliquaries (which 'grow' revenants into more powerful beings), and focal charms (an advanced reliquary that allows the spirit to roam free). A new creature template for these unbound spirits (called Sovirael) is given, and the chapter ends with a number of well-developed adventure seeds. There is also a photocopiable sheet given for a gleaner PC to keep track of his amassed revenants.

Chapter Ten: Sympathetic Magic, introduces the first freeform magic system (to my knowledge) for d20. In line with the magical practices of western occultism, the sympathetic mage must use symbolism and arcane connections to create magical effects. There is no limit to the range of spells nor any limit to the duration. Sympathetic mages choose a number of magical paths to follow (such as Animals, Earth, or Spirits) which increase with class level. Within these paths, the sympathetic mage gets a number of ritual points to spend each day on creating magical effects. Various guidelines are given for the GM to assign a point cost to each magical effect, using a 2 ritual points per spell level as a means of converting most standard spells, and giving further guidelines for spells involving ability modification, area effects, healing, and protection. This ritual point cost is further modified by range, the strength of symbolism and arcane connection used, saving throw requirement, and duration. The sympathetic mage then decides how many of her points she wishes to expend on the spell and the GM makes a decision on the effectiveness of the spell. The major downside of sympathetic magic is that it is ritual magic and thus takes a long time to perform. Effects are usually subtler than standard D&D magic - no instant fireballs or ice storms. A new full PC class, the sympathetic mage, is given, along with some sample rituals. A section on a gypsy-like nomadic people who use sympathetic magic explores the idea of this magic further, and the chapter again ends with some adventure seeds.

Appendix One: Byron B. Baird's Bountiful Botanical, is a glossary of twenty herbs, real and fantastical. Each plant has information on the climate and terrain it can be found in, its availability and cost at different times of the year, and its traits - which can be used in conjunction with the Herbalism skill - such as agitant, counterpoison, pigment, or repellent for example. In addition, various options for making mundane and magical concoctions (along with their game effects) are described for each entry. The Appendix ends with tables for the different magical concoctions for use as treasure, plants by trait, plants by binding (related to the Plantbind feat in the Herbalism chapter), and plants by concoction.

Appendix Two: The Grimoire Of Occult Lore, is a list of over 100 new spells, mostly related to the new types of magic offered in the book such as spells for the Elementalist (acid rain, anger of the hurricane, fire walk, new land), gleaner (release revenant, enforced return), and oneiromancer (oneiric bolt, sleep of the just) amongst others.

The book ends with an index of d20 material by type.

Conclusion:
If you want to introduce a new type of magic into your campaign, or create your campaign world with a very different magical 'feel' than standard D&D magic, then this volume is highly recommended. I really liked the 'authentic' feel of magic described within these pages - much of the information in here has its roots in western occult practices. A positive aspect for me was that some of the feel of certain magics has echoes of Ars Magica (particularly the freeform magic system in Chapter 10) and Pendragon (the geomancy of Chapter 4). Much of the content of the book is OGC, and I hope to see some of these alternate magic systems in use in future campaign settings - they would be particularly appropriate to a historical setting such as mediaeval Europe.

My only two concerns with the book would be that 1) its quite heavy reading at times and some of the mechanics can be quite complex, needing time to come to terms with and 2) a GM would be well advised to test one of the systems he is interested in outside his standard campaign setting first, as most of the concepts in Occult Lore will have a major impact on the rest of the setting - be sure it takes you in the direction you want to go before implementing it fully. It would certainly require lengthy playtesting to ascertain the balance of some of the new PC classes against the standard D&D classes.
 


Simon Collins

Explorer
Hi Voadam

It _is_ a separate skill, which I'm normally not keen on, but the bottom few lines read:
"Skill Option: Instead of using Herbalism as a separate, distinct skill, you may want to simply use existing skills like Knowledge (Plants) or Profession (Herbalist), but using the system presented here."
Which is exactly what I would do if I used this system.

Simon Collins
 

I have a real problem with new classes...

what do these ones do? can the effects be recreated through skills and feats by PCs? I'm very interested in using astrology and herbalism stuff from this book, but am not prepared to introduce new classes unless there is a REAL good reason for it...
 

Simon Collins

Explorer
Hi OliveTheReal

I'm not a great fan of new classes either, unless there's a real purpose and differentiator about them (the shaman was one, still not convinced about the witch).

However, in Occult Lore:
1. The Herbalism (or Profession (Herbalist)) skill is usable on its own and is a class skill for druids, rangers, sorcerers, and wizards. The two Prestige Classes (not full classes) in this chapter use the skill but do not define it.
2. The Astrology skill is slightly less universal. As written it is intended for the Computer NPC class and Astrologer full PC class, and is not given as a class skill for any standard PC classes. However, I personally would give it to wizard, cleric (and possibly sorcerer) and wouldn't use the astrologer PC class at all. I can't see any major problems with this - the skill and the classes seem completely separable. The Astrologer PC class is more suitable for games where the GM wants Astrology to be at the forefront of the game, to my mind, rather than as atmosphere, plot hook, etc.

Hope this helps.

Simon Collins
 

trancejeremy

Adventurer
Occult Lore is a magical sourcebook from Atlas Games. It introduces several new types or styles of magic to the d20 system.

It's a sturdy enough book, but the paper is rather thin. Almost like rice paper - you can see through it. Still, there are a lot of pages, 240 of them.

The book starts off with Alchemy. It's loosely based on real life alchemy, but right away, it combines medicine with alchemy. This I have some trouble with. As far I know, most historical Alchemists weren't doctors or barbers or healers. They're also closer to historical healers or doctors than they should be. Real life Medieval doctors were essentially forbidden to do things like autopsies or clinical trials, so they had to go entirely on really old books written by people who didn't really have any idea what they were doing. In most fantasy worlds (and thus d20 games), none of this is applicable.

It introduces the NPC Core Class, the "Arcane Healer" as well as the prestige class "The Grand Alchemist".

So, anyway, I really didn't like this chapter.

Chapter Two introduces Astrology. There are two new core classes, the "Computer" and the "Astrologer". One is an NPC class, the other a PC class. The Computer is somewhat useless, sort of like a specialized Expert, only worse in combat.

In theory, the Astrologer casts spells thanks to the powers of celestial (ie, stars and such) energy. In practice, the Astrologer is a lot like a Wizard, only with a limited spell list, and with perhaps a fatal flaw that makes it unplayable.

The Astrologer, instead of memorizing spells, creates spell formula. This may be done ahead of time and later invoked, or whenever (though it takes several minutes to create a spell formula). At first glance, this seems somewhat neat and rather flexible. Except! There's a big problem. Whenenver an Astrologer creates a spell formula, he must make a astrology skill roll to see if they correctly create a spell formula (and I don't believe take 10 or take 20 would apply here).

Given that the Astrologer can cast a number of spells per day about on par with a wizard (maybe 1 per day more), this can be a heck of a lot of dice rolling. 1 roll per spell slot. At high levels, that can be unmangeable. Unless I'm reading this wrong. Which I don't think so, but the writing and the layout is a bit confusing, so I might be.

Still, in practice, you can just roll when you actually cast a spell. Much more mangeable. But as it is, it's like having a wizard or cleric rolling a d20 for every spell they memorize. Arduous, to say the least.

Also, I think perhaps it should be Knowledge (Astrology), instead of creating a new skill for Astrology. This is a quibble though.

Besides the two core classes, there are a couple prestige classes. One for the Sun and one for the Moon. The Sun one is something like a Paladin, only tied into astrology. It's advancement table is empty for level 10. So playing one could be a problematic (though it's generally easy to

Chapter Three is on Elementalism. They are essentially a special form of wizards that specialize in elemental magic. They have to pick one element to specialize in, but can cast spells from all types except for the opposite of their specialty. Again, sort of like how specialist wizards work.

This isn't earth shaking in terms of originality, but I think it handles elementalists better than the Mongoose book on the same subject. (The Sovereign Stone campaign setting also adds elemental magic in a much different system).

Some of the names of the elemental magicians are odd. Aquamancer and auramancer are okay, but the one for fire is called a "ignamancer", a bit odd, and the one for earth is called a "terramancer". The obvious would have been geomancer, but that's taken by the next chapter. But Ignamancer? Pyromancer would be better. Though obviously this is pretty subjective.

There are several new elementalist spells introduced at the back of the book, though their lists are still fairly sparse. Apparently since there really isn't all that much new to this class (like I said, they're pretty much just a wizard with a different spell list and different special abilities), much of the chapter was devoted to 4 NPCs. These NPCs make up the "Elemental Council". Despite that, they're all pretty much mid level, all around 10th or so in their elemental class. I think I would have preferred more elemental spells to these NPCs, especially since most are rather annoying.

Chapter Four is on geomancy. It's quite a short chapter, only 8 pages. Basically, it goes into how the land/earth/world is either postively or negatively magical. This didn't do much for me. Far too simple. The way they handle it, is zones simply make magic more or less powerful. Whee! Interesting concept, just not followed up in depth.

Chapter Five in on Herbalism, and is about 20 pages. This is probably the most useful chapter for the average D&D campaign. It starts off with an overview stating the obvious - that plants can affect the body. It then takes an odd turn and goes into a discussion of food and gives some sample dishes. At this point, I started wondering "what the heck?". But it then gets to the interesting (for a D&D game) bits, medicinal & magical uses of herbs.

It introduces a new skill, "Herbalism", which is using herbs to their utmost. Many people balk at adding new skills, so it also says (rightfully, I think) that you can just use it as the "Profession (Herbalist)" skill instead.

Several bits of Alchemist equipment are introduced, and there are 2 prestige classes. Frankly, I think this chapter probably should have been merged with the Alchemy chapter, at least the "Healing" section of it.

The herbs and their properties actually aren't in this chapter, but in a large appendix in back.

There are two prestige classes, both of which I actually like (and they make sense mathmatically, in terms of save/BAB progressions). Grand Herbalist and Wylderwitch.

Chapter Six is called "Magical Imagination", and is about 10 pages. This is an odd chapter. It's about a group of bards who have super memories. There's a prestige class for this order. Unfortunately, they screwed up the table for it. While it doesn't render it unusuable, it's annoying.

Chapter Seven is "Oneiromancy". While the title suggests this chapter is on dream magic, it's really more on adventures while in dreams. Introduced is the Lucid Dreaming skill, along with dream points which let you manipulate the dreams. Seems pretty well done and fairly true to life. This is probably the best chapter in terms of writing and game rules, but it's not all that useful. This is even mentioned in the chapter - there's generally so many times you can run a dream adventure.

Chapter Eight is rational magic. Essentially the CSICOP of wizards. Bah. While belief does play a role in real world magic, in a fantasy world would it? Almost certainly not.

Chapter Nine is on Spirit Cultivation. This is weird. It's not like say in the computer game Morrowind, where you capture creatures' souls for use in making magic items. Rather, apparently after someone is killed, there is a residue of a soul in the body. Certain people, "Gleaners", suck up this residue and use it for their own purposes.

This is well, weird. I've never heard of the soul as leaving residue before. So I had er, philosophical problems with this.

Chapter Ten is on Sympathetic Magic. Voodoo dolls are the obvious example of sympathetic magic. Nice idea, but the way they handle it is a bit clumsy and vague. You (or the player) is left to do the work of coming up with the spells. Only a handful are given.

There are two appendices. One for plants, one for new spells.

The first appdendix is essentially a companion to chapter 5 (on Herbalism). It's pretty big, at 45 pages or so. There are 20 basic plant introduced. Each plant has a few traits, which the Herbalist can make use of, plus there are some magical concoctions of each plant.

The entry for each plant is quite thorough. The only real downside, is you only get 20 plants. And some of the plants are somewhat , well, odd, and might not be useful for all campaigns.

For instance, the Spriggan Tree. These are gigantic trees which grow backwards (that is, they shrink). The most unbalancing is perhaps "Elysium". Essentially, it's a type of grass that creates an anti-magic field. It's actually more like a weed in terms of how it growths. It's also supposedly a wonder food. You can make jerky out of it so powerful, that one strip will last you a week (in terms of food) and 3 days (in terms of water). And it's so common that it's used almost exclusively on ships and such (or so the entry says). Grr. That's a bit too sweeping a thing to fit into most campaign worlds.

Another plant is really really powerful, but it's meant to be extremely rare (if not unique). It's almost like the fabled trees from mythology - if you get to it, you can make a concoction that will grant you immortality.

Still, other than those, most the plants are fairly useful, and not too difficult to work into your world. There are a few real-world plants, too. While this isn't a complaint, exactly, I think I would have liked to have seen a whole book full of this, not just a chapter.

The second appendix is on new spells. It's about 20 pages or so. I'm not going to count them, but it says there are more than 100 of them on the back cover. Most seem to be for the Elementalist class (described in Chapter 3), but also some assorted ones from the other chapters. Many of the elemental class spells can also be cast by wizards/sorcerers or bards. I haven't used them, but most seem alright. There were some 9th level elemental spells that make me go hmm. Essentially, these spells create an 'essence' of that element. This essence can then be used for various effects, including giving a +5 inherent bonus to the related stat. That seems a bit too powerful. I know Wish can do the same, but that seems to have more of an XP cost related to it.

The layout is generally excellent with regards to designating what is and what is not open content. This can cause the text to be overly broken up, though. I mean, you're reading something, then you run into pages full of boxes for something else.

One really nice thing, is each chapter has several adventure seeds. Usually tied into the introductory fiction of the chapter. This is pretty nice, I think. Won't always be useful to spawn an adventure, but when you're groping for ideas, things like this can come in handy.

Ultimately though, I was rather disappointed with this book. Some of the types of magic are rather arcane (no pun intended), and not really much use in a game (I'm guessing the rational magic chapter was a joke), and those things that are, are extremely vague. The Sympathetic Magic & Elemental Magic chapters are good examples. Both should have been fleshed out more to be truly useful (especially sympathetic magic). Even the best chapter, Herbalism, will require the GM to create a lot of extra plants to be completely viable in a game.

C. Lots of wasted potential, poor layout when it comes to reading (good when it comes to showing the difference between open and closed content).

I'd probably balk at paying full price for it, but if you can get it for around what I did (about $12), it's probably worth it. Also, if you like the sort of magic that I didn't like (Rational magic, Spirit Cultivation), you should like it more. And if you are going to run a dream campaign, that section is certainly quite handy.
 

gorgon1964

First Post
Reviews are nice but this one was so poorly written, at times bordering on juvenile in preference that I couldn't read through the whole thing. For a perfect example of what I mean read the part about Chapter Eight: Rational Magic. I had to read it four times before it made even the remotest bit of sense.
 

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