Knowledge of the supernatural—enough to get you in trouble, and maybe out again. ## Tier 1 (Occultism 1+) * Forbidden Lore – Mark a die as Effectful; on success, recall a useful detail about a magical entity, curse, or artifact. Failure = +1 Corruption die. * Grim Token – You may create a minor protective talisman during downtime. +1 die vs. 1 supernatural threat, then it burns out. * Identify Weakness – When facing a spirit or magical hazard, mark a die as Lucky to uncover its vulnerability. ## Tier 2 (Occultism 2+) * Void Whisper – You may ask a dangerous question of the void; mark one die as Corrupted. Success = true answer, failure = +2 Corruption dice. * Exorcism Hint (Occultism/Meditation) – Once per scene, grant +1 die to allies trying to expel or ward off a spirit. * Tome Reader – You can safely skim void-touched tomes, avoiding the first Corruption die they would normally inflict. ## Tier 3 (Occultism 3+) * Counter-Sign – Mark one die as Persistent; on success, you may nullify a single magical effect in progress (ward, curse, illusion). Failure = +1 Corruption die. * Living Glossary – Once per scene, you may declare that you know the true name of a lesser spirit or magical entity, forcing it to hesitate (skip 1 action). * Sunder Sigil – Mark one die as Risky to disrupt a glyph or ritual circle; on success margin 2+, backlash is redirected at the caster. ## Tier 4 (Occultism 4+) * Void Scholar – You may reroll one failed Corruption die per scene (success or not, the die remains in your pool). * Cleansing Rite – Once per session, you may guide a group cleansing: each participant removes 1 Corruption die (yourself included). * Taboo Mastery – You may safely hold up to 3 Corruption dice before they count for Boon Track thresholds.