Wednesday, August 13, 2025

Gods of Dark Magic, Part III

Dark Magic Spells
Dark powers might be used by many for basic advantage, but it is in the spells themselves that the true darkness shows. Such magic, for which there is much, encompassing the misery and mastery of others, can replace some or all spells which are known by a spellcaster, whether an actual warlock or not. Each one is tainted of course since all are rolled with dark magic side-effects. Any with the (dark) note should be made especially sure to be portrayed as one of ruin, rather than its normally possible beneficence or wonder.

1st Level: Command, Cure Light Wounds (dark, reversible), Detect Evil, Detect Magic, Light (reversed), Protection from Evil, Remove Fear (reversed), Resist Cold, Sanctuary (works via fear rather than sanctity), Pass without Trace (D), Jarring Hand*, Manipulate Fire*, Shocking Grasp*, Sleep* (dark dreams)

2nd Level: Augury, Bless (reversed), Delay Poison, Find Traps, Know Alignment, Hold Person, (Un)Holy Chant, Reveal Charm, Silence 15' Radius, Snake Charm, Spiritual Weapon (appears held by a wraith), Obscuring Mist (D), Produce Flame (D), Stumble (D), Warp Wood (D), Amnesia*, Arcane Lock*, Darkness Globe*, Detect Invisible*, ESP*, Invisibility*, Knock*, Levitate*, Magic Mouth*, Mirror Image*, Ray of Enfeeblement*, Scare*, Shatter*, Stinking Cloud*, Strength*, Web* 

3rd Level: Animate Dead, Continual Light (reversed), Cure Blindness (reversible), Cure Disease (reversible), Dispel Magic, Feign Death, Glyph of Warding, Locate Object, Prayer (dark), Remove Curse (reverse), Speak with Dead, Striking, Call Lightning (D), Hold Animal (D), Blink*, Clairaudience*, Clairvoyance*, Explosive Runes*, Fly*, Gust of Wind*, Haste* (reversed), Infravision*, Lightning Bolt*, Protection from Normal Missiles*

4th Level: Cure Serious Wounds (dark, reversible), Detect Lie, Divination, Exorcise, Neutralize Poison, Protection from Evil 10' Radius, Sticks to Snakes, Tongues, Protection from Electricity (D), Repel Vermin (D), Temperature Control (D, making things colder), Arcane Eye*, Confusion*, Dimension Door*, Fear*, Fire Shield*, Fumble*, Globe of Invulnerability (Lesser)*, Ice Storm*

5th Level: Commune (dark), Cure Critical Wounds (dark, reversible), Insect Plague, Quest, Plane Shift, True Seeing, Anti-Plant Shell (D), Cloudkill*, Cone of Cold*, Contact Other Plane*, Hold Monster*, Interposing Hand* (dark), Magic Jar*, Passwall*, Telekinesis*, Teleport*, True Seeing*, Wall of Force*

6th Level: Animate Objects, Blade Barrier, Find the Path, Heal (dark, reversible), Stone Tell, Summon Aerial Servant (dark), Word of Recall, Anti-Animal Shell (D), Feeblemind (D), Anti-Magic Shell, Arcane Window*, Death Spell*. Disintegrate*, Forceful Hand*, Freezing Sphere*, Geas*, Globe of Invulnerability*, Guards and Wards*, Repulsion*, Spiritwrath*

7th Level: Astral Projection, Control Weather (dark), Gate, (Un)Holy Word, Restoration (reversed), Wind Walk (dark), Finger of Death (D), Antipathy*, Duo-Dimension*, Grasping Hand*, Magic Sword*, Mind Blank*, Phase Door*, Power Word Blind*, Power Word Stun*, Spell Resistance*, Vanish*

8th LevelCrushing Hand*, Imprisonment*, Power Word Kill*, Summon Demon*, Trap the Soul*

Acquisition of these may seem simple enough, though of course, one risks forfeiting one's soul.

Those who truck with arch-devils and demon lords too can incorporate such lords of magic spells in lieu of one or more of the purely dark magic ones above, whether Arms & Armor (link)Blastings (link), Blessings & Curses (link), Champions (link), Food & Drink (link), Maidens (link), Puppets (link), Realms (link), or Wards (link).


Others Will Deem Him Unnatural Too 
Though some dark tests can make one less subject to life's vicissitudes, they can also make one quite despised amongst mundane folk. When looking for specifics, roll 1d12, even multiple times for especially unnatural individuals.
   1. Milk curdles in their presence.
   2. Bread will not rise, or else rise with something unpleasant inside.
   3. Horses sweat in the morning
   4. Their eyes glow unnaturally.
   5. Their voice sets one at unease.
   6. Mundane beasts either flee or become hostile.
   7. Plantlife lies dead where they have been.
   8. Flames burn blue or something else troubling.
   9. They are ashen pale.
  10. The very sky itself darkens.
  11. That which repels the undead and the unholy drives them away too.
  12. Reroll twice.


Gods of Dark & Related Magics
All divinities can have a dark side, especially harsh ones, and of course arch-devils and demon lords have no other. Still, such fell ways are more fitting for some. Though not necessarily evil, dark magic does come close. Each correlating magic is summarized below, along with a way it can combine with dark magic, allowing for mixing and matching of guidelines, magical side-effects, and spells for their insidious purposes. Their associated dark manner concludes each one. 

  • Bat Magic - Gargoyles are at home in the shadows, and may certainly engage in what's darker, becoming more akin to vampires. See Volume V. (dominated)
  • Black Magic - That of orcs, thoroughly brutish, debased, and abominable, they are never refined enough to use dark magic for themselves, only follow those of other races who do. See Orcus in Volume II and others in Volume V. (cruel)
  • Dark Age Magic - Austerity, taking conveniences away, the first part of its name can be focused on to make it yet more gripping. Gods of death and unsparing challenge are fitting. (grim)
  • Demonism - Wanton evil and destruction, sinfully done for its own sake. Found throughout the Volumes, they are unfortunately many, and would become more dangerous with the dark. (cruel) 
  • Devilry - Entrapping tyranny, cleverly controlling. Fewer than demon lords, arch-devils are more organized and potent, less so though amongst goblin-kind of course. When combined with the work of higher order races, such organization can supersede dark magic's isolationist tendencies, creating a profound threat. (dominated & cruel)
  • Evil Gods - Cruelty done for reasons, most would not see much of a difference. Any enemy of the wholesome gods can fittingly embrace the dark, and even many friends of them might too. (cruel or grim)
  • Fey Magic - The dark fey, unseelie, described as part of the next series. (cruel & ironic)
  • Gothic Magic - Dramatic darkness, honorable barbarism. Otherwise similar to Norse gods with more details coming in Companion I. (grim & dominated)
  • Necromancy - Morbid gloom of the graveyard only, but with plenty of room for more potent dark necromancers and intelligent undead to embrace. (dominated & cruel)
  • Raven Magic - Haunting and mysterious, the beast both flies above darkness and within it. See Volume V. (grim & ironic)
  • Sword & Sorcery - Ever-changing chaos mixed with the dark can be a very dangerous combination indeed. (any)
For example, a follower of a dark raven might substitute some of his raven ways, side-effects, tests, and spells with those of dark magic. One who worships Hel might do the same with her guidelines.


Dark Magic Items
Often more potent than those forged from sword & sorcery, they always confer upon their wielders a certain dark manner. What is more, rather than simply luring others to use them, they lure others to use them and do dark things, and to eventually abandon all hope.



Crazy Chains
A Dark Magic Encounter
Rumor is, a dark one can be found amongst the mountaintops. He is bound their eternally until another comes to claim his price.

Zoz the Dark Prince 
Whether it's his resolution to shed no more tears or better understand some occultist (or even the King of Hell), he knows that one day, he will come home.
Lvl 8 warlock
Align: C, MV: 40', AC 4, HD: 8, HP: 48, Atk: 1*, Dmg: 1d12 + 2 (+2 dark great sword*) or 1d4+1 (+1 dark dagger*)
SP: warlock abilities, dark powers (dark certainty, dark defense, dark duel, dark endurance, dark fortune, dark influence, dark sense, dark talent), ongoing tests, his 'crazy chains' (wealth: must labor and remain in general area, love: immune to mental or emotional effects 70% of the time), spells known
   1st Level: Command, Detect Magic, Light (reversed), Remove Fear (reversed), Shocking Grasp*, Sleep* (dark dreams)
   2nd Level: Augury, Know Alignment, (Un)Holy Chant, Spiritual Weapon (appears held by a wraith), Shatter*
   3rd Level: Animate Dead, Continual Light (reversed), Speak with Dead, Fly*, Protection from Normal Missiles*
   4th Level: Cure Serious Wounds (dark, reversible), Dimension Door*,
SV: C8, Mor: 10, Items: +2 dark greatsword (requires biting the head off of a bat, 1/day), +1 dark dagger (makes one harder to understand, -4 to such rolls), +2 breastplate armor, black cloak and robes, 102 gps

Perhaps his disciple or rival (or both), this corrupted man lurks nearby. 

Rumnos the Repelling  
Lvl 5 thief, a frequent user of dark powers. 
Align: C, MV: 40', AC 7, HD: 5, HP: 25, Atk: 1*, Dmg: 1d6 + 1 (+1 dark short sword*) or 1d4 (dagger)
SP: thief abilities, ongoing tests (health: takes -1d6 to all rolls when exposed to sunlight for the next 1d6 hours, cruel, fame: can ignore 50% of the time, deemed unnatural that amount too), SV: T5, Mor: 6, Items: +1 dark short sword (makes one crave blood), dagger, leather armor (+ his high dexterity bonus for AC), black garb, 44 gps 


Next week: Gods of Fey Magic.
RPG srd Old School 1st ed AD&D Darth Vader Rumpelstiltskin Ravenloft Ringwraith Nosferatu Magic System