Dark Magic#
Magic is an esoteric art that is very dangerous even in the best case scenarios. It takes its energy from the life essence of everything around the caster. A magic-user knows how to tap just enough, to power their spells in a somewhat safe way.
Spells#
Spells must be tattooed on the caster’s body and recited at the time of execution. To create a Spell, generate a formula with a d6: 1-2: Effect + Element, 3-4: Element + Form, 5-6: Effect + Form. Then define it with the following tables, extrapolating function from its name.
Roll d12 to generate the Effect.
1 |
Transforming |
7 |
Mending |
2 |
Attracting |
8 |
Disintegrating |
3 |
Paralyzing |
9 |
Repelling |
4 |
Revealing |
10 |
Spawning |
5 |
Shielding |
11 |
Disrupting |
6 |
Deceiving |
12 |
Corrupting |
Roll d12 to generate the Element.
1 |
Acid / Poison |
7 |
Air / Wind |
2 |
Mind / Soul |
8 |
Thunder / Ray |
3 |
Fire / Heat |
9 |
Stone / Earth |
4 |
Flesh / Body |
10 |
Time / Age |
5 |
Water / Ice |
11 |
Nature / Plant |
6 |
Shadow / Void |
12 |
Illusion / Mirage |
Roll d12 to generate the Form.
1 |
Armor / Shield |
7 |
Cloak / Zone |
2 |
Arrow / Bolt |
8 |
Touch / Grasp |
3 |
Aura / Sphere |
9 |
Trap / Prison |
4 |
Blast / Beam |
10 |
Wall / Barrier |
5 |
Blade / Slash |
11 |
Vortex / Pit |
6 |
Cloud / Fog |
12 |
Clone / Image |
Spellcasting#
Magical Mishaps#
Roll d20 + the Negative Effect (in case of Failure) or + the Positive Effect (in case of a total result of 20+ while Defiling):
2-3 |
You speak and write gibberish until rest. |
4-5 |
You start glowing, attracting attention. |
6-7 |
The weather worsens locally, following you around, until rest. |
8-9 |
Something nearby spontaneously catches on fire. |
10 |
Every magically-attuned being in the area gains a |
11 |
An anomalous light beam triggers at your location; a magical beacon that attracts any arcane-attuned being. |
12 |
One of your body parts or facial features changes into that of an animal (detrimental/awkward), until rest. |
13 |
The spell targets a random, unwanted target. |
14 |
The spell effect is much smaller/bigger than expected, to your detriment. |
15 |
Your mind switches bodies with that of a nearby ally, until rest. |
16 |
You lose the ability to understand any spoken word until rest. |
17 |
One of your limbs is petrified (a |
18 |
An explosion of arcane energy deals 8 damage to you and anyone close, and 4 damage to anyone nearby. |
19 |
You become deaf or blind (a |
20 |
The spell does the opposite of the intended effect, to your detriment. |
21 |
An Item you carry (or that of a nearby ally) is broken or spent and must be repaired or refilled. |
22 |
A localized earthquake occurs: the ground cracks, structures collapse, people is hurt, etc. It lasts for 1 minute, complicating everyone with a |
24 |
The area turns into an arcane nega-zone where no spells can be cast, for a year. |
25 |
An entity of horror is summoned. It is angry and has no master. |
26+ |
You tear a gash in reality. The pitch-black tear grows larger by the hour, until it devours everything that exists. |
Rituals#
Some special or powerful effects cannot be cast instantly (or be encoded as spells), and require a more involved process, known as a Ritual. Magic Rituals can potentially achieve any desired effect the caster can imagine.
The GM sets 1 to 4 conditions before you roll:
It’s going to take hours/days/weeks/months
You must perform it at a special place/time
First you must do [X] or get help from [X]
The effect will be unreliable or limited
You and your allies will risk danger from [X]
You’ll have to sacrifice or consume [X] to do it