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Occult Lore
All the myriad secrets of magic...
Wizards study their academic magics in great halls of
learning; sorcerers discover their spells through innate talent; clerics call upon the
gods for a share of divine favor. But what of those magic-users who delve into the less
well-charted realms of the mystic traditions? What of those who tap into the power of the
heavenly spheres, or use the secret essences of the plant or mineral kingdoms to distill
potent magical concoctions? Those whose gift lies in drawing spirits or elemental forces
to do their bidding, or who can explore the twisting paths of a dreamer's mind? What of
those whose very presence tampers with the familiar magic of arcane and divine
spellcasters?
All these find their place in Occult Lore.
Occult Lore is the definitive tome of alternate D20 magic
systems. This 240-page hardcover tome contains new spells, magic items, creatures, PC and
NPC classes, prestige classes, domains, and in-depth rules for ten new magic traditions:
- Alchemy allows the Arcane Healer to tend to his patients in
the absence of a Cleric, and the Grand Alchemist to pursue the immortality granted by just
a drop of pure philosopher's gold.
- Astrology places the wisdom of the stars into the hands of
mortals; horoscopes can predict a character's future, the most auspicious time to explore
a dungeon, or let an Astrologer control the subject of a nativity from afar.
- Solar Hierophants embody the sun itself, becoming celestial
creatures, while Lunar Mystagogues become the masters of magical secrecy, exerting their
dark power over creatures of the earth and underworld.
- 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!
- Geomancy gives magic-users access to the power of ley lines,
dowsing, and the innate magic of locations to enhance their mystic abilities -- sometimes
beyond their own control -- or even to create fearsome zones of antimagic.
- 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 Baird's Botanical, an extensive appendix describing
twenty mundane and magical plants and the concoctions Herbalists can distill from them.
- Magical Imagination gives Heraldic Wanderers the ability to
construct fabulous Memory Palaces from shadow and illusion.
- 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.
- Rational Magic lets science and Logic displace the power of
magic. Rationalists strip targets of their spells and special abilities with well-reasoned
argument, and even cancel the effects of magical weapons and armor.
- Spirit Cultivation is the Gleaner's 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!
Soft Cover,
Page Count 240 pages, SRP 29.95US
$25.45 USA / $38.69 Can

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