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2008-02-17 03:23:49
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Black Magic





Level 1 Black Magic

Blind
Description - Derived from a Green magic spell, blind was devised by seannites as a way to escape those who would kill them for their believes. An inky gas emerging from the casters hand works as the squids ink when fleeing a rabid predator.
Effect - Blinds an enemy causing it to have a level % chance of missing its attacks for d6 turns and preventing him from doing ranged attacks.
Resist - INT, CHA
Range - INT
Enchantment -
Weapon, 10% of blinding the enemy when hit.
Armor, Grants Camouflage
Accesory, +2 to Hide
Magic Power - 3
Brews - Ink Vial
Cost - 4 MP

Cause Fear
Description - With the simple action of thinking and by calling upon Sean's power, the spell caster is able to project a frightening aura and reflect whatever fear that may affect the targets.
Effect - Strikes fear into an enemy's heart preventing him from attacking the caster for d4 + level turns.
Resist - CHA, INT, CON
Range - MAX
Enchantment -
+2 to Intimidate
Magic Power - 3
Cost - 5 MP

Magic Circle against Good
<Limg:stuff/circle_black.jpg>Description - The ability to repel good is essential for any warrior of darkness’ survival. This spell allows to create an area of protection against white magic around the caster.
Effect - Provides + 4 more magic power against white magic in a 4 square area for d6 + level turns.
Range - Self
Enchantment -
Weapon, Deals black elemental damage
Armor, Reduces white magic damage by 15%
Accesory, +2 Mag against white magic.
Cost - 3 MP

Disease
Description - Not particularly searching to contemplate life, most black magic users will prefer to see it wither rather quickly. By using this spell, the target will be weakened physically and more vulnerable to attacks.
Effect - Reduces an enemy's attack, defense and carisma by d4 - 1 points for d4 turns.
Resist - CON, CHA
Range - Touch
Enchantment -
Weapon, 10% chance of poisoning the enemy when hit
Armor, +2 magic power against green magic
Accesory, + 2 magic power against green magic.
Magic Power - 5
Brews - Poison Vial
Cost - 5 MP

Smoke Cloud
Description - A variation of the blind spell, a smoke cloud comes in handy when one is outnumbered or wants to surprise the enemy. The problem is the spell, unlike blind, is double edged, a common characteristic of black magic.
Effect - Covers an 1/2 of Mag square area with smoke, blinding all creatures in it for d4 + Int turns.
Resist - INT, CON
Range - MAG
Enchantment -
Weapon, 10% of blinding the enemy when hit.
Armor, Grants Camouflage
Accesory, +2 to Hide
Brews - Ink Vial
Cost - 4 MP

Shapeshift
Description - Darkness and illusion go well in hand. The ability to manipulate one's physical form may just be a spy or a thief's best friend. This spell allows the caster to change their physical appearance to look like anyone desired.
Effect - Changes one's physical appearance and features slightly to look as someone else for int*mag minutes.
Range - Self
Enchantment -
+1 Charisma
Cost - 1 MP

Dampen Spirits
Description - By casting a shadow of doubt over the enemy, the dark mage forces them to remember painful times. The enemy then second guesses every action, ideals and plans they might have. With such a shattered Morale, they become easy prey for mind-bending skills
Effect - Reduces an enemy group's charisma by d4 - 1 points for d6 + Int turns.
Resist - INT, CHA
Range - CHA
Enchantment -
+ 2 to Intimidate
Magic Power - 3
Cost - 4 MP

Curse
Description - Any warrior can be brought down to the point where a single dagger in the back will bring him down. A curse from a mage of darkness brings with it the spite of the chased Seannites. Twisting the mind, weakening the muscles, ripping open sores on the face, curses take many shapes, but they serve only one purpose. A curse, however, has an even greater effect when placed on an object.
Effect - Reduces one of the stats of an Enemy by d6-1 points for d4 turns
Resist - CON, CHA
Range - MAG
Enchantment -
Weapon, +2 STR, CON and DEX, Wielder goes berserk.
Armor, + 2 STR, CON, -2 MAG, INT
Accesory, + 2 MAG, INT, -2 STR, CON
Magic Power - 3
Brews - Poison Vial
Cost - 4 MP

Dessecrate
Description - For years, in an attempt to keep our undead servants and our power away from what they think its theirs, white mages have consecrated all which they could. Prisons, resources, artifacts. Dessecration is Sean's way of saying, if we can't have it, no one can!.
Effect - Attempts to destroy a concecration, Character Intelligence Roll vs Consecrater's Intelligence Roll. If succeeds, there is a 25% chance that the container will open, and a 75% chance that the container and whatever is inside are destroyed.
Range - Touch
Enchantment -
Weapon - Deals black elemental damage.
Armor - Resists 5 points of white elemental damage.
Accesory, + 1 Resisting white Magic.
Magic Power - 4
Cost - 2 MP

Oblivion
Description - Black Magic is the one kind of Magic that can bend the mind of others to its will. Magic of Domination and of strength. If the black mage can flash images of fear and despair into someone's mind, what would happen if those images were permanent, flashing one after another, as a dream?. The enemy would cease to be aware of his surroundings, trapped within the black mage's dream.
Effect - The target becomes completely unaware of his surroundings, is paralyzed for d4 + level turns or until he is awakened (attacked) by someone.
Resist - CHA, INT
Range - Touch
Enchantment -
Weapon, 10% chance of Stunning
Armor, +2 against stunning effects.
Accesory, +2 to Hide
Magic Power - 2
Cost - 4 MP

Blink
Description - From the beggining of the Seannite cults, the Dark Mage has tried to open a gate into the mage of darkness, this has never been achieved, however, through experiment, a demiplane was discovered. For a few seconds, a trained mage can slip into that demiplane and move through it. Making the illusion of teletransportation. Blinking is a favourite for thieves and the sort.
Effect - The caster disappears and reappears d4 + level squares away. The blink doesn't consume movement points but does end his turn. A character can choose to prepare the blink spell during his turn and use it sometime during the next round, even to dodge an attack.
Range - Self
Enchantment -
+ 1 Dexterity
Cost - 2 MP

Tempt
Description - Seduction always seems to have a foot somewhere in the domain of the dark arts. It gives the beautiful but deadly a literal sense. This spell may allow the caster to avoid unwanted events or render prey easier to eliminate.
Effect - Increases the caster's charisma by d4 + level points against non-black element characters for d6/level minutes.
Range - Self
Enchantment -
+1 Charisma
Cost - 2 MP




Level 2 Black Magic

Terror
Description - It is one thing to call forth dark images into someone's head. But to attach such images to oneself to generate an aura so overpowering, those who are weak of heart will feel the need to escape from it. That, is an achievement.
Effect - Causes enemies to flee in terror from the caster for d4 + level turns.
Resist - CHA, INT
Range - MAX
Enchantment -
Weapon, + 3 to Intimidate
Armor, +3 to Intimidate
Accesory, Casts cause fear twice a day.
Magic Power - 6
Cost - 8 MP

Drain Life
Description - Vampires are one of the strangest kinds of undead, instead of feeding on magic, they live of the life force of other beings, and they are able to transform and digest that life force, in the form of blood, into the magic they need to survive. Necromancers quickly determined this ability came from a vampire's fangs, by sudying it carefully, they managed to create a sort of magical equivalent which cuts off the middle man.
Effect - Drains d6 + level Hit Points.
Resist - CON
Range - Touch
Enchantment -
Weapon, Drains 1 HP for every hit.
Armor, Regenerates 1 HP every 2 Rounds
Accesory, Regenerates 1 HP every 2 Rounds
Magic Power - 6
Cost - 9

Rotting Flesh
Description - There are disease such as Gangrene or Leprosy, horrible diseases, which cause meat to rot while still alive and fall off the bone. Now, if only those effects could be emulated, accelerated by black magic? Truly a necromancer's work.... fun fun.
Effect - Reduces every stat of a character by d4 points for Int turns.
Resist - CON, CHA
Range - Touch
Enchantment -
Weapon, 20% chance of Poisoning when the enemy is hit.
Armor, 10% chance of Poisoning when hit.
Accesory, +4 against Poison.
Magic Power - 6
Brews - Diseased Vial
Cost - 10 MP

Pest
Description - Some say what makes you sick are small animals in the wind, in the water, in rotting flesh and in uncooked food. I say what makes you sick is black magic, and I can demonstrate it easily. You see, those small animals might go inside your body and eat away your life, but it takes a necromancer to make them grow larger, move faster, be deadlier, and then throw them in your face. Alas, too bad they cannot tell friend from foe.
Effect - Reduces the attack, defence and carisma of a party by d4 - 1 points for d4 turns.
Resist - CON, CHA
Range - 16 Squares around the caster
Enchantment -
Weapon, 20% chance of Poisoning when the enemy is hit.
Armor, 10% chance of Poisoning when hit.
Accesory, +4 against Poison.
Magic Power - 6
Brews - Diseased Vial
Cost - 8 MP

Mummify
Description - The Difference between a vampire, a zombie, a skeleton or a ghost is how much flesh is left on the bones, hence, it is not rare for a necromancer to keep a stash of preserved corpses, ready for when the occasion calls for them.
Effect - Preserves a dead body for d10/level days.
Range - Touch
Enchantment -
Weapon, +d4 damage against blue elementals.
Armor, Immune to Rotting Flesh spell.
Accesory, + 3 Against Poison
Cost - 6 MP

Dispel Good
Description - There is a time in every dark mage's life when he will be hunted for what he believes in. Paladins, Priests, Acolytes, they all believe they can judge and kill those who do not bend to they're fanatism. Let us see how daring they are when Nesha's power goes up in smoke all around them.
Effect - Dispel White magic in an area.
Resist - MAG, INT, CHA
Range - 9 squares around the caster
Enchantment -
Weapon, Deals +d6 black elemental damage
Armor, Reduces white magic damage by 25%
Accesory, +4 Mag against white magic.
Magic Power - 7
Cost - 7 MP

Restore Undead
Description - How does one heal that which is already dead? There is no point on waiting for undead to regenerate themselves, or to hasten the process as white mages do, that would only accelerate decay. Instead, the necromancer must gather materials from other undead, and patch up the damage.
Effect - Heals 2d6 + level damage to an undead creature.
Range - Touch
Enchantment -
Weapon, Heals d4 damage to undead when it hits, deals an extra d4 damage to living creatures.
Armor, Prevents damage from healing spells. (for undead)
Accesory, Undead wearing it regenerate 1 HP every 2 rounds.
Cost - 6 MP

Vodoo
Description - Offer your own blood, Dark Mage, and it shall become the fire to burn your enemy. A spell that stems from hate and pain, the wish to transfer your pain unto others. The justice of Sean as Retribution is Nesha's.
Effect - The caster takes d6/level damage and deals d10/level damage to an enemy.
Resist - CON, CHA
Range - Touch
Enchantment -
Weapon, Deals 1 damage to enemy when an attack is blocked.
Armor, returns 10% of all physical damage done to character
Accesory, returns 10% of all magical damage done to character
Magic Power - 8
Cost - 9 MP

Animate Dead
Description - Everyone of theirs that falls, is one of ours that rises. And so the necromancer defeats death and their souls shall never return to Nesha, just another step in the quest for eternal life.
Effect - Summons a skeleton, ghost or zombie from a previously existing corpse. To mantain the undead active, the necromancer must spend 5 MP every day.
Range - 5 Squares
Enchantment -
Weapon, 10% chance of infecting the enemy with zombie poison.
Armor, Prevents damage from healing spells. (for undead)
Accesory, Undead wearing it regenerate 1 HP every 2 rounds.
Cost - 10 MP




Level 3 Black Magic

Plague
Description - Sickness is such a lovely weapon to use. Release a plague unto an army, and they will stand as paper figures against the winds of death.
Effect - Reduces the attack ,defense and Carisma of a Party by d6 points for d4 turns.
Resist - CON
Range - 25 Squares around the caster.
Enchantment -
Weapon, 50% chance of Poisoning when the enemy is hit.
Armor, 20% chance of Poisoning when hit.
Accesory, +6 against Poison.
Magic Power - 12
Brews - Disease Vial
Cost - 12 MP

Panic
Description - A man who has conquered death, who knows himself invinsible, a man whose heart and mind are filled with darkness unpierceable by Nesha's mind, is so overbearing few can be in his prescence. Hence, he who is fearless, will bring the ghost of fear to the heart of those who stand before him.
Effect - Causes Panic amongst an enemy group for d4 + level turns, paralizing them.
Resist - CHA, INT
Range - MAX
Enchantment -
Weapon, + 5 to Intimidate
Armor, +5 to Intimidate
Accesory, Casts cause terror twice a day.
Magic Power - 15
Cost - 13 MP

Blasphemy
Description - Stories tell of a fallen Paladin, who was expelled, exiled, and hunted down by his former brothers. In his anguish, he tried to use the Holy Word of Nesha, but all that came out of his mouth was a howl, not in the tongues of man, but as the voice of death itself. In this Howl he curse everything that was good, and pure. Since that day, Black Mages have learned to use that word to scare away Nesha's hounds of war.
Effect - Inflicts d20 + level damage to all white element creatures that hear it
Resist - CON, CHA, INT
Range - MAX
Enchantment -
Weapon, Deals +D8 black element damage.
Armor + 5 Def against white element attacks.
Accesory + 5 Mag against white element magic.
Magic Power - 13
Cost - 15 MP

Summon Apparition
Description - Some of the most powerful black mages are able to call darkness towards them, opening small gates, some say, to the plane of darkness. Though they cannot cross those gates, the creatures they bring forth from them, however, are clearly the spawn of evil.
Effect - Summons a Fellram, Pitch Demon or Hellspawn, the summoned creature will only last Int*Mag hours.
Range - 5 Squares
Enchantment -
Can cast Blink 3 times a day.
Cost - 14 MP

Hellburn
Description - Sometimes, hatred itself can become a weapon, amplified by black magic to the point where it can burn through the skin of others. By shedding his blood to the point of risking to loose his life, a powerful black mage can try to take others down with him.
Effect - Caster inflicts d12/level damage unto himself and deals d6/level damage to all his enemies.
Resist - CON, CHA
Range - MAX
Enchantment -
Weapon, Deals d4 damage to enemy when an attack is blocked.
Armor, returns 15% of all physical damage done to character
Accesory, returns 15% of all magical damage done to character
Magic Power - 12
Cost - 15 MP




Level 4 Black Magic

Create Undead
Description - One of the greatest expression of the Necromancer's power is his ability to grant his subject with immortality. Unlike lesser undead, the undead created by this necromancer keep their conciousness, their intelligence and they're will to be the necromancer's slaves for all eternity.
Effect - Summons a Wraith, Fell Warrior or Mummy, to mantain the undead, the necromancer must consume 10 MP a day.
Range - 5 Squares
Enchantment -
Weapon, 25% chance of infecting the enemy with zombie poison.
Armor, Prevents damage from healing spells. (for undead)
Accesory, Undead wearing it regenerate 1 HP every round.
Cost - 17 MP

Dark Pact
Description - There are beings of such power and wickedness, even the all-powerful necromancer must tread lightly when dealing with them. Beings that will make Nesha's follish dogs run with their tails between their legs, but might ask eternal servitude in return, or worse.
Effect - Summons a Wendigo, Overlord or Idolist. The summoned creature will only last Int*Mag hours.
Range - 5 Squares
Enchantment -
Can cast Summon Apparition once a day.
Cost - 15 MP

Destruction
Description - There is something special about seeing a Necromancer, with the flick of a finger, turn a fully armored Paladin into nothing more than dust an ashes. Something which sends a shiver down your spine, and into the marrow of your bones. Something which leads you to doubt everything you ever knew about Nesha's power, and about good and evil.
Effect - Destroys a creature and his remains so it cannot be revived, if the creature is currently alive, the spell only has a 15% chance of working.
Resist - CHA, INT.
Range - Touch
Enchantment -
Weapon, 1% chance of causing Destruction to an enemy when hit.
Armor, +5 Constitution
Accesory, +5 Magic Power
Magic Power - 5
Cost - 20 MP




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2006-01-30 [Blood Raven]: yeah it does :P

2006-04-25 [Duredhel]: whew... done, I need feedback on the new stuffs for the magics.

2006-04-25 [Veltzeh]: They're pretty good, but they'd be a lot better if they weren't sexist.

2006-04-25 [Grengo]: A helluva' lot easier than having to type him/her all the time

2006-04-25 [Veltzeh]: It's even easier to type plural and fairer to not type pronouns at all, though.

2006-04-26 [Blood Raven]: *applauds* you finally finished :P

2006-04-26 [Duredhel]: 2 down, 8 to go XD

2006-05-23 [Blood Raven]: "Blinds an enemy causing it to have a level % chance of missing its attacks" does that mean a first level caster only gives a 1% chance to miss stuff?

2006-06-08 [Veltzeh]: Duh, had to tone it down right when I got it :P

2006-06-08 [Duredhel]: No, actually that was meant from the beggining, but I just copy pasted the effects from the previous one and changed the number XD, actually, let's go with yours, its less embarassing :P

2006-06-08 [Veltzeh]: X)

2006-06-08 [Veltzeh]: Wait... let's go with my what?

2006-10-23 [Blood Raven]: Excuse me, but with the Hellburn spell, how's a necromancer supposed to touch all his enemies. "Hey y'all, gather round! I gots a present for ye lot!" ? 0.o;

2006-10-23 [Veltzeh]: Maybe she needs to touch herself :P

2006-10-23 [Blood Raven]: hmmm... what an alternative way of interpretation. So, if she'd touch her enemy, it'd damage the enemies of her enemy? :P

2006-10-23 [Veltzeh]: Maybe XD Well, at least that would work in some way... since if it is "touch all enemies", the enemies could just get away since the casting time is so long.

2006-10-24 [Blood Raven]: Ah, see, we helped? :P

2007-09-08 [Duredhel]: Check the range.

2008-03-31 [Veltzeh]: When a weapon is enchanted with Oblivion, how long does the stun caused by them last?

2008-03-31 [Duredhel]: Stunning is stunning lasts till someone else touches the character to "wake him up" additionally i supposed you could do a CON roll every turn to have the chara wake up on his own.

2008-03-31 [Veltzeh]: Seems a bit powerful for a level 1 spell to me. Especially when Sonic Blast does everything Oblivion does (on the weapon), except worse. X)

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