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#

The effect of “safe” magic is usually subtle. This means the effect is often temporary and low-impact, avoiding significant changes to the environment or the caster. Sorcerers avoid detection by casting subtle spells that go unnoticed.
Roll +Sorcery or a similar skill, vs a Low Difficulty set by the GM.
On a CRITICAL FAILURE, a Magical Mishap occurs (see below).
DEFILING MAGIC is the process to tap more than what’s safe for greater power. Plants wither and die, soil goes infertile and dry, and creatures weaken and writhe.
When you choose to do so, add +3 to your roll if you defile a few meters around you, or +5 if you desecrate a bigger area.
The difficulty is set by the GM, but usually it is Medium or Hard.
The spell effect is stronger, but if you roll a FAILURE or you obtain a total result equal to or higher than 20, you trigger a Magical Mishap.

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 Disoriented (Mild, -1) Condition.

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 Moderate (-3) Condition) until rest.

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 Severe (-5) Condition) until rest.

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 Moderate (-3) Condition.

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