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Religion is a waning power on Imarel, where magic and science hold the lion's share of the Cosmic Balance...
A neo-Victorian Magitech Adventure RPG
For the Occultist, to call upon their knowledge is a sacrifice of both personal energy and sometimes blood to fuel their magic. This is sometimes their own blood, but it can also be the blood of other creatures, including other people. Their magic classifies as “mystic” like the magic of priests and seers and can be resisted in the same manner. They also choose a deity or other supernatural being to serve and request aid from, but are not limited to serving just one. An Occultist can serve many divine creatures of the same ethos providing there is no conflict of interest. Mediums are the exception to this, relying on their own power to call forth dead spirits, rather than depending on a divine/infernal power. A powerful Occultist is not somebody to take lightly for their ability to bring forth and send back supernatural beings is without peer. To understand the kinds of creatures an Occultist can summon, please read this article on the subject.
Occultists must be aware of the pitfalls and dangers of contacting beings from other planes. This knowledge gives them 88% chance to either request aid from or bind a supernatural being. If the aid from a supernatural being is requested that being will remain however long its aid is required and if necessary, extract whatever payment for answering the summons. If the Occultist chooses to bind the supernatural being, they have guaranteed control over the supernatural being for 1d6 rounds. After that, every round a cumulative 5% penalty is added to the being breaking that control. While controlled however, the occultist can make the supernatural being do whatever he or she wants, including things that might be otherwise against the ethos of the creature. All other spells used to enhance or protect their summons or dismiss or debuff an enemy summons occur at a base 75% spell hit. Note: Items and effects that augment spell hit do not augment the chance to summon an entity. (88% to call/bind, 1d6 rounds for bind control, 5% stacking penalty for maintaining a bind, base 75% chance to cast other non-binding/summoning spells).
Blood Ritual
The occultist understands the power of blood in their craft. Blood adds strength and greater control over supernatural beings the occultist summons. Three times per day, the Occultist can use a Blood Ritual to increase their success of gaining aid/controlling a summoned being and the efficiency at which the summoned being operates at. A +10% is granted in summoning success and if the occultist choose to bind his or her summons, they will gain an automatic +2 rounds of control. Additionally, beings summoned this way gain +10% to their hit percent, atop of existing bonuses. (+10% to summon success, +2 rounds of bind control, +10% to hit for the summoned being, usable 3 times per day).
Rune Tattooing
A practice unique to Occultists, rune tattoos are a means to either enhance, protect or give an immediate means to bring about a summoning/effect. These tattoos can only be crafted once per day and cannot give a bonus greater than 15% in any category (+to hit, +to evade, etc.). They cannot summon named beings, but can possibly summon beings of a greater or elder sort. A person cannot have more than six of these special tattoos and they cannot be of the same/similar function and only an occultist can use a rune tattoo meant to summon supernatural beings. The occultist must use their own blood in the creation of the tattoo ink. (Grants up to a permanent +15% bonus, a minor permanent effect or ability to summon a supernatural being, usable 1 time per day).
Paragon of Skill
Because an individual spends a great deal of focused effort and time to become a Paragon they learn things of their profession that those who dual-class would not otherwise discover. This skill translates into a bonus +15% to hit for their appropriate combat focus (+15% to melee hit for melee types, +15% to ranged for ranged attackers and +15% to spell hit for spell casters). Additionally, the Paragon gains an extra -20% to their overall armor rating and mystic defense versus all forms of attack.
Avatar Form
By use of this power an Occultist can open their bodies to become a vessel for a deity, Spirit of Imarel or similar divine/infernal being for 1d6 rounds. In the case of the Medium, they become a vessel for a powerful heroic/villainous spirit. During this time the Occultist has supernatural strength and endurance, allowing them +10% to all melee/range attacks and can attack twice per round. Additionally, the Avatar Form grants a frightening similarity to the Deity called in question, forcing those who behold him or her to attack at -15%.
While in Avatar Form any beings/creatures called forth will also have incredibly high morale and attack with an additional +15%. At the end of the Avatar Form the Occultist can do no other summoning or spell-casting for the rest of the day. Any attempts to do so will automatically fail. Usable once per week. (+10% to melee/ranged attacks, 2 attacks per round, summoned beings gain +15% to their attacks, and -15% to be hit while in Avatar Form. Usable once per week).
Condemnation
Occultists of the greatest power have the ability to vanquish powerful, named beings from other Planes of Existence, short of Spirits of Imarel and Deities, powerful angelic spirits, demons, souls of the dead and Elemental Lords can be sent back to their plane of origin for 1d40+10 days with a 75% chance of success. Should the Occultist fail, they cannot attempt to condemn that supernatural being in question again for 1d20+6 days. The act of condemning powerful supernatural beings is an extremely risky proposition and will very likely earn the wrath of the being condemned. (75% chance to condemn a supernatural being for 1d40+10 days. Failure means inability to attempt again for 1d20+6 days).
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Class Trees
The Celestialist is an occultist that specializes in summoning forth celestial beings to the prime plane. They also are adept at banishing infernal creatures that should cross into the mortal realm, should one be encountered.
Class Skills »
The antithesis of the Celestialist, the Demonologist is an occultist that specializes in summoning forth infernal beings to the prime plane. With this knowledge also comes the skill to banish divine beings from the mortal realm.
Class Skills »
The Medium is a sort of occultist that contacts the Outer Planes to contact long dead spirits, call forth lost souls from the Astral Plane and possibly banish haunting spirits from an area.
Class Skills »
Summoners are masters of calling forth elemental beings from Xirorya, Plane of Elements. Much like their other brethren, Summoners are skilled at both calling forth and dismissing elemental beings, but they must choose one element to become skilled in calling, by which they then become skilled at dismissing the opposite element, ex. A water summoner is skilled at calling forth Water Elementals and dismissing Fire Elementals.
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