Atlantean Trilogy Archive
A hooded sorcerer conjures black fire over a grimoire on a skull-strewn crypt altar, a trident statue and a sunken city with sharks behind.

Black Magic

Field of magic

Magic drawn from dark forces and the infernal realms.

From the book

Black Magic concerns the dark powers of magic and the infernal realms. Necromancers are its foremost practitioners; they rank among the most evil spell casters of all, frequent catacombs and graveyards, and acquire power solely through a series of pacts with an arch demon or arch devil. Witchdoctors combine it with Low Magic and enter into the same pacts. Evil witches and warlocks, along with some neutral ones, join it to Elemental Magic, and sorcerers and wizards can take it as a secondary field. Only necromancers and witchdoctors may learn its restricted spells.

Its spells cluster into a handful of sinister groups. Curses progress from the basic Curse through Malediction and the Evil Eye up to the Great Curse. Clinging mists lull victims to sleep, ensnare, choke or slay them. Summonings ascend from familiars and undead through lesser, winged, greater and nether demons and devils to the arch demons and devils themselves. True necromancy lets the caster heal through dark means, converse with and animate the dead, drain life energy and possess other beings, culminating in Death Magic and the Soulstone. Surrounding these are spells of terror, pain, paralysis, coercion and destruction, as well as the shrieking Black Wind and Ghost Wind.

Black Magic is the opposite of Divine Magic, and those who practice either one cannot acquire the other's spells by outside research.

At a glance

Used by
Necromancer, Witchdoctor, Witch (evil, sometimes neutral), Sorcerer (by choice), Wizard (by choice), Charlatan (optional, first level only)
Level 1 spells (10)
Arcane Bolt, Circle of Darkness, Curse, Dark Omen, Detect Magic, Disguise, Evoke Spirits, Mists, Protection from Good, Summon Familiar
Level 2 spells (8)
Control, Detect Presences, Image (Black Magic)*, Mists of Sleep, Necromantic Healing*, Pain, Speak with the Dead*, Summon Undead*
Level 3 spells (7)
Animate Dead*, Infernal Circle of Flame, Malediction, Mists of Entrapment, Necromantic Shape Change*, Repel, Summon Lesser Demon/Devil
Level 4 spells (7)
Contact Lower Plane, Mists of Strangling, Paralysis, Phantom, Summon Winged Demon/Devil, Whither Plants, Wings of Darkness
Level 5 spells (7)
Coercion, Energy Drain*, Evil Eye, Mists of Death, Summon Greater Demon/Devil, Terror, Witchwind
Level 6 spells (6)
The Black Wind, Death Hand, Possession*, Reveal the Past*, Unholy Word*, Summon Nether Demon/Devil
Level 7 spells (6)
Death Magic, Destruction, Ghost Wind*, The Great Curse*, Soulstone, Summon Arch Demon/Devil*
Total spells
51
Practitioners
Necromancers; witchdoctors (with Low Magic); evil (and some neutral) witches and warlocks (with Elemental Magic); sorcerers and wizards may take it as their secondary field
Restricted spells (*)
Restricted to necromancers and witchdoctors only
Research limit
No practitioner of Black Magic can learn Divine Magic spells through extra-curricular research, and vice versa (p. 70)
Summon Familiar
Summon Familiar: necromancers choose the familiar type, dabblers roll on a table (p. 84)
Spells per day
Any two known spells, plus one more per level of ability gained (spell level irrelevant) (p. 68)
Default components
Verbal and somatic unless stated; no material components unless stated (p. 68)
Default casting time
One full round; first level spells take slightly less (p. 68)
Spell type
Each description ends with SAVE and SPELL TYPE lines; 'Variable' spells scale with caster level as stated, 'Non-variable' do not
Extra-curricular research
Outside casters pay 500 X.P. per spell level; asterisked (restricted) spells cannot be learned this way (p. 70)
Spell list table
p. 74 (* = restricted)
Spell descriptions
pp. 83-88

Open the spellbook of Black Magic