Black Gamut

<--Divine Magic
The Black Gamut is magic that deals with the manipulation and manifestation of death, life, and darkness and the application of curses. It is marked by its balance of boon and penalty and its use of summons. Only sorcerer's with [Divine Mana] may learn from the Black Gamut; a white mage may not learn any spells from the Black Gamut. Any character with at least one spell learned in the Black Gamut is considered a black mage in addition to their other professions and may claim it as their primary Path.
A black mage may only learn a spell with a higher level requirement once they have learned at least one spell from the previous level requirement of the Black Gamut. An ability with Rank 1+ can be leveled up by investing more skill points into the ability, this provides the same effect as the first level of the ability for as many ranks as the ability has been leveled up; an ability may only be ranked up once the black mage reaches the next level tier, ie: 5, 10, 15 etc. from the abilities required level. 
An ability may not be learned unless the black mage meets its requirement criteria.
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==Witchcraft==
Requires: Level 1
[Curse of Skill]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Witchcraft
6 MP - Ranged Spell Ability (10 Range)
Adds a [Curse of Skill] spell buff curse to the target that subtracts -1 from all talents and an additional -1 at 30, 70, 110, 150 etc INT.
Lasts until the end of combat or until the end of its immediate use outside of combat; this effect doesn't stack.
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[Weaken]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Witchcraft
4 MP - Ranged Spell Ability (10 Range)
Adds a [Weaken] spell buff hex to the target that {subtracts -1 AC and -1 MR.}
Lasts for three rounds; this effect stacks up to 3 times.
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[Unholy Strength]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Witchcraft
5 MP - Ranged Spell Ability (7 Range)
Adds an [Unholy Strength] spell buff hex to the target that adds +2 to damage and spellcraft and an additional +2 damage and spellcraft at 30, 70, 110, 150 etc INT but {reduces their AC and MR by -2.}
Lasts until the end of combat; this effect doesn't stack.
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[Eldritch Bolt]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Major Action - Witchcraft
3 MP - Ranged Spell Attack (7 Range)
Make a spellcraft roll dealing unholy damage.
Deals +1d8/2 damage at melee range.
Allows the black mage to cast an additional Major or Minor Action that would apply a curse or hex as a Free Action at its regular cost this turn.
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Requires: Level 5
[Curse of Ability]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Witchcraft
6 MP - Ranged Spell Ability (10 Range)
Adds a [Curse of Ability] spell buff curse to the target that subtracts -2 from all attributes and an additional -2 at 30, 70, 110, 150 etc INT; any already equipped item requirements are unaffected by this effect.
Lasts until the end of combat or until the end of its immediate use outside of combat; this effect doesn't stack.
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[Scythe of Wrath]
(Requires Level 5 Sorcerer)
(Requires [Divine Mana])
Major Action - Witchcraft
3 MP - Ranged Spell Attack (7 Range)
Make a spellcraft roll dealing unholy damage against AC.
Deals +1d8/2 damage at melee range.
Includes any damage bonuses provided by the sorcerer's equipped weapons; this bonus doesn't stack.
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Requires: Level 10
[Curse of Melancholy]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana])
Minor Action - Witchcraft
4 MP - Ranged Spell Ability (10 Range)
Adds a [Melancholy] spell buff curse to the target that {prevents additional Major, Minor, and Free Actions.}
Lasts for three rounds; this effect doesn't stack.
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[Fear]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana])
Minor Action - Witchcraft
12 MP - Ranged Spell Ability (10 Range)
Adds a [Fear] spell buff hex to the target that {prevents them from targeting the black mage and their summons.}
Lasts for one of the target's turns; this effect doesn't stack.
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Requires: Level 15
[Horror]
(Requires Level 15 Sorcerer)
(Requires [Divine Mana], [Fear])
Major Action - Witchcraft
12 MP - Summoning Spell Ability (7 Range)
Conjures a horror with unholy armor that has 10 HP plus another +5 HP at 10, 30, 50, 70 etc. INT and deals 2d8/2 unholy damage with attacks at melee range plus another +1d8/2 damage at 10, 30, 50, 70 etc. INT; the horror is able to make basic movement actions and may move to any of it's possible targets as a free action once each turn; the horror exists in the ethereal plane but may deal damage to targets in the corporeal or ethereal phases; the horror may only attack targets under the effects of a curse or hex spell buff or [Sleep], [Lull], or [Deep Rest].
Targets in the ethereal phase can't deal damage to targets in the corporeal phase and vice-versa, unless explicitly stated.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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[Iron Maiden]
(Requires Level 15 Sorcerer)
(Requires [Divine Mana], [Curse of Melancholy])
Minor Action - Witchcraft
10 MP - Ranged Spell Ability (10 Range)
Adds a [Iron Maiden] spell buff hex to the target that {changes all ability and/or spell costs to HP rather than FP or MP.}
Lasts for one of the target's turns; this effect doesn't stack.
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== Blood Magic ==
Requires: Level 1
[Blood Debt]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Passive Effect - Necromancer
Allows the black mage to cast any black gamut spell by spending HP rather than MP.
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[Blood Boil]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Blood Magic
3 MP - Ranged Spell Ability (10 Range)
Adds a [Blood Boil] spell buff to the target that adds +1 to MP Regeneration but {causes +1 FP damage to the target, ignoring AC and MR, every turn.}
Lasts until the end of combat or until the end of its immediate use outside of combat; this effect doesn't stack.
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[Sacrificial Flesh]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Blood Magic
3 HP - Self-targeting Summoning Spell Ability
Conjures a corpse from the black mage's own flesh at their current location.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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[Head Trauma]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana], [Blood Boil])
Major Action - Blood Magic
3 HP - Ranged Spell Attack (7 Range)
Make a spellcraft roll dealing unholy damage to HP or FP.
Receives an additional level of advantage when dealing damage to HP.
This effect requires a target under the effects of [Blood Boil].
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Requires: Level 5
[Blood Puppet]
(Requires Level 5 Sorcerer)
(Requires [Divine Mana], [Sacrificial Flesh])
Minor Action - Blood Magic
4 MP - Summoning Spell Ability (10 Range)
Raises a blood puppet from a target corpse with unholy armor that has 5 HP plus an additional +5 HP at 10, 30, 70, 110 etc. INT; the blood puppet is able to make basic movement actions; the black mage may use the blood puppet's HP as if it was their own to cast spells and abilities.
This effect requires a target corpse.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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[Festering Wound]
(Requires Level 5 Sorcerer)
(Requires [Divine Mana], [Head Trauma])
Major Action - Blood Magic
6 HP - Ranged Spell Attack (7 Range)
Adds a [Festering Wound] spell buff that causes a spell attack as unholy damage every round to the target; the additional level of advantage caused by this spell also applies to this effect.
Receives an additional level of advantage.
This effect requires a target under the effects of [Blood Boil].
Lasts for two rounds; this effect stacks.
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Requires: Level 10
[Black Blood]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana], [Blood Boil])
Passive Effect - Blood Magic
The black mage no longer suffers FP damage from [Blood Boil] spell buffs and gains an additional +2 Initiative while under its effects.
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[Leechlife]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana], [Blood Debt])
Major Action - Blood Magic
5 MP - Ranged Spell Attack (5 Range) 
Make a spellcraft roll dealing unholy damage to the target.
Restores half of the damage dealt to the target back to the black mage's HP.
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Requires: Level 15
[Blood Golem]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana], [Blood Puppet])
Minor Action - Blood Magic
10 MP - Summoning Spell Ability (10 Range)
Transforms a blood golem from a target blood puppet that gains an additional +15 HP and deals 1d8/2 unholy damage with attacks at melee range plus another +1d8/2 damage at 10, 30, 50, 70 etc. INT; the blood golem is able to make basic movement actions; the black mage may use the blood puppet's HP as if it was their own to cast spells and abilities and may transfer damage that would typically be caused to their HP to be dealt to the HP of the blood golem instead; the black mage may only control 1 blood golem at a time.
This effect requires a target blood puppet.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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[Bloodletting]
(Requires Level 15 Sorcerer)
(Requires [Divine Mana])
Minor Action - Blood Magic
6 HP - Ranged Spell Ability (10 Range)
Adds a [Bloodletting] spell buff to the target that prevents them from restoring HP on a round that they take damage.
Lasts until the end of combat or until the end of its immediate use outside of combat; this effect doesn't stack.
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== Necromancy ==
Requires: Level 1
[Undeath]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Major Action - Necromancy
3 MP - Ranged Spell Ability (7 Range)
Make a spellcraft roll restoring HP to an undead target, or dealing unholy damage to a living target.
Causes +1d8/2 restoration/damage at melee range.
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[Black Breath]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Major Action - Necromancy
3 MP - Ranged Spell Ability (1 Range)
Make a spellcraft roll to restore an undead target's HP or FP, or to deal unholy damage to a living target.
Causes +1d8/2 restoration/damage.
Adds a [Black Breath] spell buff to the target that causes an additional spellcraft roll of restoration or damage in their turn, if the target is still in the same location at the end of that turn.
Lasts for one turn; this effect stacks.
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[Raise Skeleton]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Necromancy
7 MP - Summoning Spell Ability (10 Range)
Raises a skeleton warrior from a target corpse with unholy armor that has 5 HP plus an additional +5 HP at 10, 30, 70, 110 etc. INT and deals 1d8/2 unholy damage with attacks at melee range plus another +1d8/2 damage at 10, 30, 50, 70 etc. INT; the skeleton warrior is able to make basic movement actions; the skeleton warrior receives an additional +1 damage if the corpse used to raise them was wielding a weapon; the skeleton warrior receives an additional +1 AC if the corpse used to raise them was wielding a shield.
This effect requires a target corpse.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
Also allows the black mage to unsummon any of their raised necromancy summons as a free action to restore half of their regular cost, rounded down.
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[Raise Bone Totem]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Necromancy
5 MP - Summoning Spell Ability (10 Range)
Raises a bone totem from a target corpse with unholy armor that has 5 HP plus an additional +5 HP at 30, 70, 110, 150 etc INT; the bone totem provides a [Bone Totem] buff to all friendly undead targets within 10 range of the bone totem that adds an additional +1 damage and spell damage and an additional +1 damage and spell damage at 30, 70, 110, 150 etc INT.
This effect requires a target corpse.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
The [Bone Totem] buff is refreshed at the start of each turn of combat if it is dispelled; this effect stacks.
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Requires: Level 5
[Skeletal Legion]
(Requires Level 5 Sorcerer)
(Requires [Divine Mana], [Raise Skeleton])
Passive Effect - Necromancy
Allows skeleton warriors to make ranged attacks at up to 5 range if the target corpse was wielding a bow or crossbow; allows skeleton warriors to make ranged attacks at up to 3 range and receive a bonus of +1 damage if the target corpse was wielding a throwing weapon; allows skeleton warriors to make ranged attacks at up to 1 range and receive a bonus of +1 damage if the target corpse was wielding a polearm weapon; allows skeleton warriors to make minor action attacks at 50% damage if the target corpse was dual-wielding.
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[Corpse Explosion]
(Requires Level 5 Sorcerer)
(Requires [Divine Mana])
Major Action - Necromancy
5 MP - Ranged Spell Attack (7 Range)
Make a spellcraft roll dealing unholy damage.
Deals damage to all targets within 1 range of the black mage's target corpse.
This effect requires a target corpse; this effect explodes the target corpse, making it unusable by future spells or abilities.
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Requires: Level 10
[Undeath]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana], [Black Breath])
Passive Effect - Necromancer
Allows the black mage to be targeted by positive effects and their own spells and abilities as though they were undead.
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[Devour Corpse]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana])
Minor Action - Necromancy
2 MP - Ranged Spell Attack (10 Range)
Make a spellcraft roll.
Restores half of the spellcraft roll back to the black mage's MP.
This effect requires a target corpse; this effect consumes the target corpse, making it unusable by future spells or abilities.
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Requires: Level 15
[Raise Skeleton Mage]
(Requires Level 15 Sorcerer)
(Requires [Divine Mana], [Skeletal Legion])
Minor Action - Necromancy
12 MP - Summoning Spell Ability (10 Range)
Raises a skeleton mage from a target corpse with unholy armor that has 5 HP plus an additional +5 HP at 10, 30, 70, 110 etc. INT and deals 2d8/2 unholy damage with attacks plus another +1d8/2 damage at 10, 30, 50, 70 etc. INT; the skeleton mage is able to make basic movement actions; the skeleton mage may make attacks at up to 7 range and deals damage against MR.
This effect requires a target corpse.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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[Raise Shade]
(Requires Level 15 Sorcerer)
(Requires [Divine Mana])
Minor Action - Necromancy
12 MP - Summoning Spell Ability (10 Range)
Raises a shade with unholy armor that has 5 HP plus an additional +5 HP at 10, 30, 70, 110 etc. INT and deals 1d8/2 unholy damage with attacks at melee range plus another +1d8/2 damage at 10, 30, 50, 70 etc. INT; the shade is able to make basic movement actions and may move to any shadow within 10 range of its location as a free action once each turn.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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Category:Destiny of the Fated
Category:DOTF Classes