Wednesday, July 30, 2025

Gods of Dark Magic, Part I

Dark Magic Gods
Some spells may not be worth the price.


Ways of 
Dark Magic

  • Nothing can be helped without harm
  • There is great power in the shadow
  • The cruel may gain much
  • But the darkness will claim them too

Warlocks & Other Dark Magic Users
  • Special: Gods of Dark Magic are followed by warlocks. Treat them as clerics except for following the rules herein. Enticed by the power it holds, they risk great misfortune upon themselves. Other classes may foolishly dabble with it too.
  • Allowed Weapons: Any.
  • Allowed Armor: Medium armor or lighter when casting spells, any when using dark powers.
  • Symbols: Per their divinity, but always dark and menacing.
  • Can Turn: Those who actively work to harm health, wealth, fortune, fame, love, or hope. The dark will suffer no competition.
  • Mysteries of Dark Magic: Warlocks wield dangerous spells, and their targets have a -6 penalty to save against them. See Part II for additional fell powers that dark magic can bestow.

Dark Magic Side-Effects
No good can come when a heavy price must be paid. Roll 1d12. 

1. Doomed to Happen: The spell doesn't work unless a dark test occurs. The dark gods are served in any case.

2. Nothing is Free: The magic only works if a cost is paid. 

3-4. Given is Taken: The spell works, but without a cost incurred, then its results only last for 1d20 minutes, reversing in a most unpleasant way.

5. Area Dark: Along with the magic happening, all within 1d20 x 20' must save vs. spell/ make a Will save DC 15 or undergo a dark test as a strange dimness sets in.

6-8. Standard Darkness: The spell works without need for specific cost for now.

10-11. Success Before the Fall: Encouraged by the magic proceeding at double its usual effect, range, or duration, 2 prices must ironically be paid. One will see if it is worth it.

12. Darkness Eternal: If not already, the area becomes enshadowed or black as pitch. The spell's effect, range, or duration is doubled, or even tripled if the warlock requests that a dark test occur.


Costs
Someone must often suffer for dark magic to take effect. Whether it is the warlock or another, they will likely lose something dear.

Who Pays? (d6)
   1. The warlock
   2. The spell's target
   3. Someone the warlock knows (roll 1d3: [1] the last one they spoke to, [2] the last one they saw, [3] a random relative)
   4. Someone the spell's target knows (roll 1d3: [1] the last one they spoke to, [2] the last one they saw, [3] a random relative)
   5. The next person the warlock sees
   6. The next person the spell's target sees


Payment Required 
The one who must pay can attempt to save vs. spell/ make a Will save DC 15 with a -3 penalty, minus 1 per level of the spell (-4 for 1st level, -5 for second level, etc.) If they succeed, then they are unaffected by the cost and someone else must pay it. Reroll to see who that is. Whoever fails then must pay one of the following (roll d6):

   1. Health: Lose 1d4 points from an ability score for 1d6 days, likely affecting other stats.
   2. Wealth: Have some of their treasure and valuables be lost 
until recovered (50% chance for each item or treasure type being taken).
   3. Fortune: Suffer from bad luck, now obliged to reroll once any rolls they make that would have allowed them to otherwise avoid misfortune. This affliction lasts for the next 1d6 days.
   4. Fame: Lose 1d6 random friends, allies, or acquaintances, along with any related position and status.
   5. Love: Suffer a -3d6 penalty when dealing with others in supportive ways, likely gaining none for the next 1d6 days.
   6. Hope: Take a -1d2 penalty to all rolls that they would really wish to succeed at for the next 1d6 days, as the darkness takes hold.

For example, if a dark magic side-effect result indicated a 2 (Nothing is Free) then the spell would require a cost. The warlock decides to have it be paid. A 3 and 4 are rolled next, showing that it is someone the warlock knows who must pay the price of fame. They would then lose contact with 1d6 others they know (for their sake, hopefully the warlock is one of them), allowing the dark magic to proceed. Rolling a 2 for his dark magic side-effects twice more would even cause a dark test to occur (see Part II).




Next week: Dark tests & dark powers.
RPG srd Old School 1st ed AD&D Darth Vader Rumpelstiltskin Ravenloft Ringwraith Nosferatu Magic System