Dark Magic

in: Magic Spheres

## Spells

### Blight (Debuff)

Offensive Magic Casting - The caster may afflict an opponent with a bout of ravaging supernatural illness, very temporary but extreme in its volatility. Those afflicted by this spell feel nauseous and drained of stamina, unable to weather what they usually might.

#### **RPR Stats**

* **Target(s):** Single (within 5 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Dark Resistance
* **Cost(s):** 3 mana
* **Effect(s):** Applies Blighted status to the target for 15 minutes. Damages target's hit points.
* **Cooldown:** 20 minutes

### Minor Raise Dead (Special)

Supportive Magic Casting - The caster can pervert life itself in order to fuel a dead thing with foul, unnatural life. This spell cannot be used on people, but can be used on lowly beasts and other less intelligent creatures. The body will still decay as if the target is dead, but terrifyingly it will still walk as though it has life.

#### **RPR Stats**

* **Target(s):** Self
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (18)
* **Cost(s):** 4 mana
* **Effect(s):** The caster reaches out beyond the veil and commands the spirits to bring life back to this world in a twisted form.
* **Cooldown:** 60 minutes

### Summon the Dark Serpent (Special/Attack)

Offensive Casting - Pull a lost soul from hell to take on the form of a phantom serpent. This phantom serpent can be controlled by the caster, made to either magically strike or whisper to a target. The creature is ethereal and cannot be directly harmed, but if the caster is struck or otherwise loses concentration, the summon will disperse.

#### **RPR Stats**

* **Target(s):** Self
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Fixed (19)
* **Cost(s):** 4 mana
* **Effect(s):** Applies the Dark Serpent buff to caster for 30 minutes, granting the ability to use **Dark Serpent Strike** and **Dark Serpent Whisper.**
* **Cooldown:** 30 minutes

##### **Dark Serpent Strike**

Offensive Magic Casting - Send your phantom serpent to a target with the intent to deliver a bite that causes agonizing phantom pain at the bite point, if successful.

#### **RPR Stats**

* **Target(s):** Single (within 5 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Dark Resistance
* **Cost(s):** 4 mana
* **Effect(s):** Damages the target's hit points (modified by Offensive Casting).
* **Cooldown:** 5 minutes

##### **Dark Serpent Whisper**

Supportive Magic Casting - Send your phantom serpent a short distance to a target within line of sight, where it will coil up their body and whisper the caster’s voice into their ear. The caster must whisper the words themselves, and the phantom serpent transfers what is said to the target. The target must be within line of sight and within 6 foundation tiles.

#### **RPR Stats**

* **Target(s):** Single (within 5 tiles)
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (0)
* **Cost(s):** 2 mana
* **Effect(s):** Caster sends out the Dark Serpent, as it slithers to the ear of their target. The serpent hisses and whispers with its shadowy forked tongue, before returning to its master.
* **Cooldown:** 5 minutes

### Death’s Veil (Special)

Supportive Magic Casting - The caster can effectively feign death, putting their body in a still state where even their heart doesn’t beat and no sign of life is displayed. This spell can also be used on the body of someone either willing or somehow put in a state to be unable to resist, making them appear as if they have been killed.

#### **RPR Stats**

* **Target(s):** Single
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (18)
* **Cost(s):** 3 mana
* **Effect(s):** Calling upon something that should not be, the caster for all intents and purposes somehow makes the target well and truly seem dead. No pulse, no breathing, no nothing, they are simply no more.
* **Cooldown:** 60 minutes

### Lifedrain (Attack/Combat Heal)

Offensive Magic Casting - The caster can attempt to briefly tether themselves with a foe in combat, a sickly cord appearing in the air between them as they work their magic. Cast successfully, this spell pulls life from the target and uses it to heal the wounds of the caster at their expense.

#### **RPR Stats**

* **Target(s):** Single (within 2 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Dark Resistance
* **Cost(s):** 5 mana
* **Effect(s):** Damages target's hit points (modified by Offensive Casting). Heals caster's hit points (modified by Offensive Casting). *On Critical: Target takes additional damage and caster heals additional hit points.*
* **Cooldown:** 20 minutes

### Whisper of Despair (Debuff)

Offensive Magic Casting - By uttering evil whispers and using dark magic to fill the ears of their opponent with dark words of power, the caster can greatly diminish their opponent’s ability to call forth their magic for a time. This spell can only be used if the caster knows the sort of magic that their opponent wields, either by previous knowledge or by having let them use their own magic first.

#### **RPR Stats**

* **Target(s):** Single (within 5 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Dark Resistance
* **Cost(s):** 4 mana
* **Effect(s):** Applies Despair status to target for 10 minutes. *On Critical: Applies Despair status for an additional 5 minutes.*
* **Cooldown:** 20 minutes

### Shared Pain (Injury Timer Heal/Special)

Supportive Magic Casting - The caster can create a connection between themselves and a wounded target in order to transfer some of their wounds unto themselves. Lacerations and bruises open up spontaneously upon their own body as the target’s wounds become less severe. The caster receives a full injury timer and the timer of their target is halved in exchange. Cannot be used if the caster is injured.

#### **RPR Stats**

* **Target(s):** Single (within 2 tiles)
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (21)
* **Cost(s):** 6 mana
* **Effect(s):** The caster reaches into the shadows and uses them to create a bond between themselves and the target. Pulling away some of the pain and injuries from them onto themselves and speeding up the healing process. The target must apply the half injury timer from the RPR menu and the caster must apply an injury timer from RPR and screenshot this emote in case its needed.
* **Cooldown:** 60 minutes

### Eldritch Tendrils (Attack/Debuff)

Offensive Magic Casting - The caster may tear a small but very temporary hole through the veil and coax the terrible denizens of another world to lash through it and attack a victim of their choosing. The dark and suckered  tendrils are powerful and will not only damage their victim with their lash, but attempt to grab hold of them and hamper their movement.

#### **RPR Stats**

* **Target(s):** Single (within 5 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Dark Resistance
* **Cost(s):** 5 mana
* **Effect(s):** Applies the Eldritch Slow status to target for 10 minutes. Damages target's hit points (modified by Offensive Casting). *On Critical: Deals additional damage to target.*
* **Cooldown:** 15 minutes

### Mote of Night (Special)

Utility Magic Casting - A dark magic user always has available to them a small amount of pure dark magic energy that they retain the ability to shape and command. This energy is hostile to uncorrupted life and can cause plants to wilt and decay and causes both animals and most sentient beings discomfort when close. The dark blot of energy can also be used to obscure the caster’s face or otherwise accentuate their appearance, but is not strong enough to cause outright pain or harm to another being.

#### **RPR Stats**

* **Target(s):** Self
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (15)
* **Cost(s):** 3 mana
* **Effect(s):** Applies Mote of Night buff to caster for 120 minutes
* **Cooldown:** 10 minutes

### Enfeebling Grasp (Debuff)

Offensive Magic Casting - The caster can reach out and attempt to grab a nearby opponent with a hand wreathed in dark and baleful energy. If they take hold, they can drain the physical strength of their victim and cause them to be lethargic and weak.

#### **RPR Stats**

* **Target(s):** Single (within 2 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Dark Resistance
* **Cost(s):** 4 mana
* **Effect(s):** Applies the Enfeebled status to target for 15 minutes. *On Critical: Deals damage to target as well.*
* **Cooldown:** 30 minutes

### Blackflame (Attack)

Offensive Magic Casting - The caster may throw an undulating ball of dark energy at an opponent which strikes them and tears away at their lifeforce, but also insidiously penetrates their body and poisons them from within. The power of this malevolent spell can be seen at work as their veins blacken with corrupted magic.

#### **RPR Stats**

* **Target(s):** Single (within 5 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Dark Resistance
* **Cost(s):** 6 mana
* **Effect(s):** Damages target's hit points (modified by Offensive Casting). Applies the Poisoned status to target for 30 minutes. *On Critical: Deals additional damage to target as well.*
* **Cooldown:** 30 minutes

### Power of Darkness (Buff)

Supportive Magic Casting - The caster permeates the air around them with dark magic, creating a strange and impossible darkness about themselves and their immediate area. This does not greatly obscure them, but it does prepare the area around them for their magic and enhance their casting within it for a time.

#### **RPR Stats**

* **Target(s):** Self
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (18)
* **Cost(s):** 4 mana
* **Effect(s):** Applies Power of Darkness buff to the caster for 10 minutes. *On Critical: Applies Power of Darkness buff for an additional 10 minutes.*
* **Cooldown:** 30 minutes

### Darkscythe (Buff)

Supportive Magic Casting - The caster may coalesce dark energy into a scythe in their hands, producing a weapon of pure dark energy which can be maintained in their hands and used continuously so long as they concentrate on it. The weapon functions much as a weapon should but also radiates with dark power, sapping life force with every blow against a foe.

#### **RPR Stats**

* **Target(s):** Self
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (18)
* **Cost(s):** 7 mana
* **Effect(s):** Applies Darkscythe buff to the caster for 15 minutes, granting the ability to use **Darkscythe Attack**. *On Critical: Applies Darkscythe buff for an additional 15 minutes.*
* **Cooldown:** 30 minutes
	+ Darkscythe Attack
	+ **Target(s):** Single (within 2 tiles)
	+ **Dice Modifier(s):** Offensive Casting
	+ **Difficulty Class:** Target rolls Dodge
	+ **Cost(s):** 2 mana
	+ **Effect(s):** Damages target's hit points (modified by Offensive Casting).
	+ **Cooldown:** 2 minutes

### The Spirits Grasp (Debuff)

Offensive Magic Casting - The caster may spread a great swath of darkness about the ground with their magic, covering the surface beneath them in an umbric cloud from which all manner of nightmarish limbs begin to claw and grasp. Spectral hands, tendrils, claws and other limbs reach up from the murk and attempt to drag those above them to the ground, pulling them down into the darkness. Luckily, they cannot pull their victims into whatever realm they emerge from. This can target up to four people.

#### **RPR Stats**

* **Target(s):** Up to 4 targets (within 5 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target(s) rolls Dark Resistance
* **Cost(s):** 6 mana
* **Effect(s):** Applies the Knocked Down status to target(s) for 10 minutes. *On Critical: Deals damage to target(s) as well.*
* **Cooldown:** 30 minutes

## Rituals

### Curse of the Wretch (Curse)

The ritualist places a terrible and twisted curse upon their victim, perverting their form from whatever it begins as into a terrible and ugly creature with a hunched back. The changed creature can still speak but its voice will have morphed along with its body into a monstrous mockery of its previous tone. The deformed creature is still capable of defending itself in its new form. This curse lasts for 24 hours or until removed.

* **Ingredients****:** Doman Plum, Concentrated Demon Blood
* **Requirements:** 2 Chunk(s) of Amber, 2 Chunk(s) of Onyx
* **Required Scroll:** Transmutation
* **Effect(s) of Ritual:** The player is forced to use the ‘Tcho Tcho’ shapeshift for 24 hours or until the curse is removed.

### Demonic Incursion (Raid)

The ritualist can cause a full-on rupture in the veil between this world and the Soul Wastes, temporary in nature and not stable enough to allow through more powerful or intelligent demon forms. The ritual ensures that it does breach near a multitude of the more bestial creatures of the Wastes however, and these will briefly and instinctively pour through the gap to flood into the world at a place at least generally of the ritualist’s choosing. Whether to attack or ‘defend’ a settlement, the creatures will appear.

* **Ingredients****:** Concentrated Demon Blood, Outer Void Vapor
* **Requirements:** 3 Chunk(s) of Jasper, 3 Chunk(s) of Carnelian, 3 Chunk(s) of Onyx, 1 Chunk(s) of Diamond
* **Required Scroll:** Conjuration
* **Effect(s) of Ritual:** 1 Avatar of Bokrug and 10 Yakiths, or 1 Spider of Leng and 10 Yakiths will appear placed to defend or attack a raid depending on caster preference. These creatures will not differentiate between friend and foe but can be fought alongside.

### Decay (Curse)

The caster surrounds their target with bones of the dead, and chants evil words over them. The curse causes the body to rapidly wither and fall apart, as if aging many years in a single day. A timer starts for the cursed: From the time the ritual completes, they have 7 out-of-character days until their body decays completely and their life is over. If the curse is removed, all effects from it are reverted and the afflicted goes back to as they were before it happened.

* **Ingredients****:** Concentrated Demon Blood, Doman Plum
* **Requirements:** 1 Chunk(s) of Onyx, 1 Chunk(s) of Ruby, 1 Chunk(s) of Amber
* **Required Scroll:** Necromancy
* **Effect(s) of Ritual:** 1 Day After Ritual

The body shows clear signs of age. The skin is wrinkled and saggy, the person’s energy has fallen substantially, and they’ve visibly lost weight and look weaker. While life is more difficult, it is still manageable.

* *4 Days After Ritual:* The body has withered to the point where the afflicted look almost skeletal with how skinny they are. Most if not all hair has fallen out. PvP can no longer be joined, only fled or surrendered.
* *7 Days After Ritual:* The body’s life is rapidly fading. Skin begins to flake off, revealing what’s left of the muscle and bone underneath. PvP can now only be surrendered.
* *10 Days After Ritual:* The body can no longer support itself, and death takes hold as the victim decays into a skeleton. The life of the afflicted ends.

### Invoke Darkness

Through an extensive ritual, the caster sends up a great clot of darkness into the sky and infects a vast area over the island with a cover of dark magic. The sun disappears in the sky, replaced with a false moon in its stead which still serves to empower the magic of certain spheres. Dark, Blood, Mental and Hydromancy rituals all benefit from a reduction in one gem of their choice from the cost of their rituals while under the auspices of this ritual.

* **Ingredients****:** Ghoul Saliva, Corrupted Essence
* **Requirements:** 3 Chunk(s) of Onyx
* **Required Scroll:** Necromancy
* **Effect(s) of Ritual:** Turn the land to darkness for a total of 6 hours.

### Transference (Curse Removal)

Through a dark and terrible ritual invoking forbidden powers, the ritualist may remove a curse from an individual. This ritual does not remove the curse from existence utterly though, and instead it must be transferred to either another individual or onto an animal ‘sacrifice’ to bear the magic. In the case of the second the caster is spared the need for another sentient being to bear the curse, though an animal taking the curse upon itself can sometimes have unpredictable results.

* **Ingredients****:** Dragon Bile, Phosphorus
* **Requirements:** 2 Chunk(s) of Onyx, 1 Chunk(s) of Jasper
* **Required Scroll:** Necromancy
* **Effect(s) of Ritual:** Removes a curse from one individual and either places it on someone else or places it on an unfortunate animal.

### Demonic Possession

A ritualist can open a portal to the depths of hell  and let loose the soul of a single demon. This demon soul will immediately search for a willing host and if it is not able to find one, it will retreat back to its home in the dark pits of the wastes. If it is able to find a (OOCly willing) host at the ritual site then it will inhabit that person and they will merge their soul with the demon’s in a horrific and painful transformation that permanently warps the mind and body. This ritual effectively turns someone into a cambion, giving them demonic physical traits and powers. Their previous race boons, if any, are removed and replaced instead with what normally comes in the cambion’s kit. The afflicted host often experiences episodes of schizophrenia, where their demonic soul will briefly take control for insidious purposes. This can only be undone with Exorcism from Holy Magic. Only humans can be turned into Cambions.

* **Ingredients****:** Concentrated Demon Blood, Outer Void Vapors
* **Requirements:** 5 Chunk(s) of Onyx, 4 Chunk(s) of Jasper, *Rumor upon approval*
* **Required Scroll:** Necromancy
* **Effect(s) of Ritual:** Turns the target of the ritual into a cambion, removing their previous race boons and giving them a cambion's instead.

### Bring Out Your Dead (Raid)

Dark whispers over ancient battlefield sites draw the dead to the surface to fight once more. In perhaps the most vulgar display of dark power one can muster, the necromancer can conduct a ritual for a mass breach of the veil. However, on such a scale, the souls and spirits that are brought through are put back into whatever bodies are available rather than any particular corpse. This drives them mad with violence, and it is all that the necromancer can do to give direction to their wrath. A mob of ravenous undead may thus be sent against an incoming force, or against a target settlement.

* **Ingredients:** Concentrated Demon Blood, Cadaverine
* **Requirements:** 10 Chunk(s)s of Amber, *Rumor upon approval*
* **Required Scroll:** Necromancy
* **Effect(s) of Ritual:** A large spawn of NPC undead are summoned (+10 AbandonedCitySkeletonArmor, +10 AbandonedCitySkeletonFighter, +5 WildlifeSiptahUndead\_SkeletonArcher1) which can either be sent to attack an enemy base, or defend a settlement from a raid. Attackers or defenders are able to fight alongside this army, but the undead will attack all parties. Those struck down by the force are considered injured, with all the implications of this.

*Credit for Lore Contribution: Rattenkrieg*

1. ↑ **Blighted:** Strength -3, Dexterity -3, Constitution -4
2. ↑ **Despair:** Offensive Casting -8, Support Casting -8, Assistive Casting -8
3. ↑ **Eldritch Slow:** Dexterity -6, Escape Artist -2, Dodge -2
4. ↑ **Mote of Night:** Stealth +4, Disguise +4
5. ↑ **Enfeebled:** Strength -8, Constitution -2
6. ↑ **Power of Darkness:** Offensive Casting +4, Support Casting +4, Assistive Casting +4