Black Magic

Black magic has its origins in Demons and dark gods. According to myths and magic theorists, it was the dark god Dogan who confronted Dilae in the war with the Titans and brought black magic into the world. Black magic spells were intended to be in the spirit of the dark Gods and sometimes involved sacrifices.
Black Magic
Black Magic Black Magic

Black magic has its origins in Demons and dark gods. According to myths and magic theorists, it was the dark god Dogan who confronted Dilae in the war with the Titans and brought black magic into the world. Black magic spells were intended to be in the spirit of the dark Gods and sometimes involved sacrifices.

The schools of black magic, along with the academies of necrology and demonology, were the first to be closed or demolished in the wake of the growing Inquisition Magica. It was only in the later centuries that black magic was able to re-establish itself in the public eye. One of the reasons for this was that the black magicians could not be proven to have any connection to the lizard people.

Well-known masters of black magic are Master Gerion, head of the Jaar Academy, and Thyria Bloodthorn, demonologist and teacher in Jaar.

Spells

Black Magic
Black Magic - Mind

Summon nightmare

The caster summons an alp, a spirit creature that haunts its victims in their sleep. The alp has no shape, and can change places at will and without loss of time. The spirit is not under the control of the caster. If the alp is to perform a service, a successful charm roll is required. If this fails, the alp will disappear as soon as possible.

The minimum roll of the charm roll is 7-magic level. The caster can give power orders to the alp.

Charm 2 0 1 1 nights 5
Black Magic
Black Magic - Mind

Domination

The caster can make the victim carry out a command of the caster.

The command transmitted by the caster manifests itself as a "strange idea" in the mind of the controlled. During the duration of the spell, this idea keeps entering the mind of the victim, as long as the victim does not give in to it, and sometimes it can even disturb his concentration on other things.

The caster can make the controlled do things that are not immediately life-threatening to him or go against his innermost principles. For example, a mage cannot be made to burn valuable books, but a paid henchman can be made to betray his master, or a mercenary to change sides in battle.

The spell lasts for power minutes. Once a minute, the victim casts on his willPower. If it achieves less than the power of the spell+magic level, it is convinced of the strange idea and performs it.

Willpower 2 10 1 Power*5 minutes 7 Needs concentration
Black Magic
Black Magic - Blood

Blood thorns

The caster causes dark thorns to sprout from the ground within a predetermined Strength*2 metre radius. Anyone standing in the area at the end of their own combat round takes Strength hits.

The blood thorns remain for ___magic level__+1 combat rounds before turning into a black, stinking pulp.

Charm 2 20 1 Magic Level+1 rounds 7
Black Magic
Black Magic - Blood

Blood flow

The victim rears up while a torrent of blood seeps out of his body through all pores at lightning speed. The victim takes magic level wounds per combat round, and the spell lasts for power combat rounds.

At the end of the combat round, the victim rolls on his strength. If it reaches as many successes as the spell has power, the spell ends immediately.

Deftness 2 0 1 Power rounds 7 Needs concentration
Black Magic
Black Magic - Mind

Dark paths

The mage can translocate at will within a radius of (power+magic level)*3 meters. During translocation, a dark shadow appears to glide across the ground.

Willpower 1 0 1 Instant 7
Black Magic
Black Magic - Light

One with the shadows

As long as the enchanted person remains in the shadow, he is difficult to make out. He can then only be recognized as a deeper shadow within the shadow itself.

When he stands still, he will only be spotted by those who specifically look for him and look directly at him. For this, Power successes must be achieved on a Perception roll.

If the enchanted person moves slowly, the number of successes to be achieved is halved, while fast movements can be seen without difficulty.

The spell lasts for Power minutes.

Attractiveness 2 0 1 Power minutes 5
Black Magic
Black Magic - Light

Night creature

Once the sun has set, the enchanted person barely makes a sound when walking (the Stealth skill is increased by power+magic level) and can see in the dark as if it were daytime.

The spell lasts for one night.

Attractiveness 2 0 2 1 nights 5
Black Magic
Black Magic - Mind

Voice of hate

The caster whispers something in the ear of the first victim.

The victim is infused with hatred and feels the desire to carry the spell further by targeting more victims up to Power. Thus, the hatred builds up more and more.

The effect lasts for magic level days.

Willpower 3 0 1 Magic Level days 11
Black Magic
Black Magic - Mind

Vision of fear

The victim feels cruel images of distorted worlds, which he perceives as a vision. More and more, however, it seems to him as reality. If a Willpower roll with a minimum roll of magic level+2 fails, the victim is in danger of going insane for a short time.

The spell lasts for Power minutes.

Attractiveness 1 0 1 Power minutes 7
Black Magic
Black Magic - Demonic

Tongues of Seth'Nra

In a circle of Power meters in diameter, Power tentacle-like black tongues grow out of the ground, holding creatures of any kind. Touching the tentacles decreases the held's arcana value by magic level points per combat round. Physical damage does not occur. The tentacles have 3 possible wounds. If they are not destroyed, they remain indefinitely.

Charm 2 10 1 Instant 5
Black Magic
Black Magic - Blood

Schwarzer Tod

Made by kissofdeath50

Der Zaubernde rezitiert die folgenden Worte mit klarer, fester Stimme:

"Aus der Tiefe der Schatten, aus dem Schoß des Todes, rufe ich die schwarze Pest. Faul sei das Fleisch, welk sei der Geist, bis die Stille des Grabes dich heimführt!"

Schwarze, geisterhafte Schwaden steigen aus deiner Hand empor und rasen auf das Ziel zu. Das Opfer verspürt sofort eine brennende Kälte in seinen Adern. Innerhalb von Sekunden breiten sich dunkle Flecken auf seiner Haut aus, begleitet von starkem Schwindel und Schwäche.

Falls der Zauber nicht rechtzeitig gebannt oder geheilt wird, verfällt das Ziel innerhalb von Minuten einem tödlichen Fieber.

Der Zauber fügt direkten Schaden zu und ignoriert jeglichen Rüstungswert des Ziels.

Wirft der Zaubernde einen Megakrit zerfällt das Ziel sofort bei Kontakt des Zaubers zu Staub.

Höhere Wesen erleiden durch diesen Zauber nicht den sofortigen Tod. Diese erleiden im Verlauf des Kampfes pro Runde Magieniveau * Stärke Schaden.

Gegenmittel: Eine Priestersegnung oder ein starker Heilzauber kann den Fluch aufheben, wenn er innerhalb einer Stunde gewirkt wird. Das Blut eines Engels kann den Effekt vollständig neutralisieren.

Strength 10 20 2 Instant 20