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.
ISpells of the first level
Arcane Bolt
Range 100 ft.Save vs Dexterity, for 1/2 damageSpell type Variable; each level adds +1-4 damage
The caster hurls a black bolt of magical energy at a creature up to 100 ft. away, dealing 1-4 damage. Each level of ability adds another 1-4 damage, so the bolt grows steadily deadlier as the caster advances. A target that saves vs Dexterity takes only half damage.
The hired sword who comes over the wall of the sorcerer's estate outside Kuru is quick, and he is already halfway across the moonlit garden when Nkosana steps out onto the balcony. She does not shout a warning. She points, and a bolt of black energy the length of a spear leaps from her fingertip and crosses the hundred feet between them before he can blink. He throws himself flat among the lilies and it only grazes him, tearing a smoking strip from his cloak. He does not get up for a while.
Circle of Darkness
Range 100 ft.Duration 10 minutes (+10 minutes per level)Area 20 ft. radiusSave None; mobile creatures may leave the areaSpell type Variable; each level adds 10 minutes
Fills a circle 20 ft. in radius with darkness that no eye can pierce. The caster can place it up to 100 ft. away, and it lasts 10 minutes plus another 10 minutes per level of ability. There is no save, but creatures able to move can simply walk out of the darkened area.
The market thief has three city guards on his heels when he dives past the fortune teller's stall in Tartessos. Teodor, a charlatan who once took the boy's coin for a bad prophecy and likes him anyway, mutters a single dark word and flicks his wrist toward the square behind them. A circle of blackness forty feet across drops over the fountain like a lid. The guards stumble in, cursing and blind, and have to feel their way out the far side. By then the thief is long gone, and so is Teodor.
Curse
Range Sight range (or via scrying device)Duration Permanent or until countered or removedSave vs Will, unless caster knows victim's true name or has an item the victim ownedSpell type Non-variable
Places one of four curses on a single creature or being. Hex gives the victim -1 on all saves. Ageing adds ten years to the victim's age. Bane leaves the victim constantly and inexplicably uneasy and unable to sleep properly, so they stay weary and short-tempered however much they rest (-1 Charisma, Strength and Constitution). Ugliness turns the victim's face drawn and haggard and cuts their Charisma in half.
The victim may save vs Will to resist, unless the caster knows their true name or holds something that once belonged to them. The caster must be able to see the victim, or reach them through a scrying device. The curse is permanent until it is countered or removed.
The Scythian chief who burned Zarina's village left one riding glove behind in the ashes, and the witch has kept it for a year. Tonight, from a hilltop above his camp, she watches him laughing by his fire, lays the glove across her knees, and speaks the curse. He does not even feel it land. But from that night on the chief cannot sleep properly. He lies awake uneasy for no reason he can name, snaps at his sons, and grows weaker and uglier in temper by the month.
Dark Omen
Save NoneSpell type Non-variable
Foretells whether a course of action will help the party, or any individual, that undertakes it. The caster asks a single yes-or-no question and receives a sign, good or bad, from one of the lower planes.
A good sign might be a crow, buzzard, bat or serpent appearing; a bad one might be a dove, sparrow, butterfly or fish. The Game Judge may choose an omen that is harder to read.
The warriors of Zimba are painted and ready to march on the copper mines when the witchdoctor Tafadzwa raises his staff and asks the lower planes whether the raid will go well for them. Everyone looks up at the sky, waiting. For a long moment nothing comes. Then a small gray dove flutters down out of the evening and settles on the war-chief's shield, cooing softly. The war-chief stares at it. Tafadzwa says nothing at all, and slowly, man by man, the warriors begin to unpaint their faces.
Detect Magic
Range 10 ft.Duration 1 minuteSave NoneSpell type Non-variable
The caster can see whether magic is present, spotting enchantment by eye within 10 ft. The sight lasts just 1 minute. There is no save, and nothing about the spell changes as the caster gains levels; it is the same at first level as at seventh.
The dealer in the back room of a Tartessian wine shop swears the dagger holds a bound demon, and he wants a price to match. Varro, a wizard with a sideline in black magic and a long memory for swindles, asks him to lay it on the barrel head and step back. He speaks a short word and watches. For one minute the room within arm's reach blooms with faint lights: the dealer's rings, a charm on the doorframe, a trace in his own purse. The dagger stays stubbornly dark. Varro laughs.
Disguise
Duration 1 hourSave NoneSpell type Non-variable
For 1 hour the caster takes on the outward look of any human or humanoid, provided the form is no taller than about seven feet. Only magic can see through the disguise. It changes appearance and nothing else, granting no other benefit, and the caster's voice stays exactly as it was.
The Netherman necromancer Grishak has never been welcome in Cimmeria, so he enters the stockade looking like a lean, dark-haired trapper with a pack of furs. His borrowed face is flawless. The dogs do not bark and the headman offers him a seat by the fire. Then the headman's wife asks where he comes from, and Grishak answers in his own voice, a deep goblin rasp like gravel in a bucket. The room goes very quiet. He has most of an hour left, and no idea how to spend it.
Evoke Spirits
Save NoneSpell type Variable, only as stated
Calls up 1-3 of the most minor spirits to serve the caster. Each spirit that answers performs one task of the caster's choosing: explaining the meaning of a single rune, symbol or sigil; carrying a message no longer than twelve words to one individual or creature; or naming the last person who owned an item the caster now holds.
In a willow hollow of the Weeping Forest, the witch Morgause burns a pinch of grave dirt and calls whatever small, sad things are listening. Two answer: faint shapes like breath on cold glass. She shows the first a rune scratched on a stolen amulet, and it whispers what the sign means. She hands the second a gold ring pulled from a drowned man, and it hisses a name, the name of the last man who owned it. Morgause smiles thinly. She knows that man.
Mists
Range 100 ft.Duration 10 minutes per level of abilityArea 10x10x10 ft. (+10x10x10 ft. per level)Save NoneSpell type Variable, as stated
Calls up a 10x10x10 ft. cloud of dense gray vapor anywhere up to 100 ft. away, with another 10x10x10 ft. of mist for each level. Anyone who walks into it or is caught inside cannot see more than 1 ft. in any direction. Unless they move slowly they have a 50% chance of a fumble-like mishap, walking into or tripping over whatever is in the way. The mist lasts 10 minutes per level of ability.
The Tharshi harbor guard have the elven sorcerer cornered between the warehouses of Tartessos when Aelwen flings out her hand and the alley behind her fills with thick gray vapor, wall to wall. The guards charge straight in. The first falls over a coil of rope, the second walks face first into a pillar, and the third, going slowly and sensibly, can see no further than the end of his nose. Somewhere beyond the mist, a boat pushes off. The fog will hang there, gray and silent, for a long time yet.
Protection from Good
Duration 1 minute per levelArea 10 ft. circleSave NoneSpell type Non-variable
Raises a circle of protection 10 ft. across that keeps out any summoned or invoked creature of good alignment. The ward lasts 1 minute per level of the caster. There is no save; affected creatures simply cannot cross into the circle.
The priest of Heru has called down a being of light, and it is striding across the tomb floor toward Khaemwaset with a blazing sword. The necromancer does not run. He draws his circle, ten feet across, with a single sweep of his staff and a word from the lower planes. The shining one reaches its edge and stops as though it has met a wall of glass. It cannot step in. The priest shouts a prayer, sweating. Khaemwaset counts the minutes he has left, and begins to chant.
Summon Familiar
Duration Indefinite, until dismissedSave NoneSpell type Non-variable
Calls a familiar to the caster's side: a minor demon, a minor devil, or a familiar spirit that takes the shape of an animal. A necromancer may summon whichever kind of familiar they want, but those who only dabble in black magic must roll percentile dice to see what answers.
On the table, familiar spirits cover 01-65 (a disembodied spirit, rat, bat, owl, wolf, raven, or most often a black cat), minor devils 66-85 (grimalkin or shadow cats, an alastor or evil genius, or an imp), and minor demons 86-00 (a gremlin or manes).
Whatever arrives serves faithfully for as long as the caster wishes. The caster can send it away at any time, but the spell itself can only be cast once a year.
Elowen has studied the black arts only as a sideline to her sorcery, so she cannot choose what answers her summons. She hopes for an owl. She lights the candles in her tower above the Straits of Ys, speaks the words she will not be allowed to speak again for a year, and waits. What climbs out of the smoke is a gremlin: gray, knobbly and grinning, already chewing on her best quill. It will serve her faithfully until she tires of it. She suspects that could take a while.
IISpells of the second level
Control
Range Hearing rangeDuration 1 hourSave vs Will, as stated (second save if ordered to self-harm)Spell type Non-variable
Bends one individual or creature within hearing to the caster's will; the victim must save vs Will or follow the caster's orders. The victim has to understand the language the caster speaks. If told to hurt themselves, the victim gets a second save to break free. After 1 hour the spell ends and the victim's own will returns.
The Vanir sentry on the stockade wall at Haloga hears a woman's voice from the dark below, speaking his own tongue, calm and low. Open the gate, it says. Hild the witch feels his will fold under hers like wet paper. He climbs down and lifts the bar while his comrades sleep. Then, because she is cruel and curious, she tells him to put his hand in the brazier. He stops with his fingers an inch from the coals, shudders, and shakes himself free. Hild slips through the gate anyway.
Detect Presences
Duration 10 minutesArea 20 ft. radius around casterSave NoneSpell type Non-variable
For 10 minutes the caster can sense beings of any sort, including spirits, ethereal creatures and invisible ones, within a 20 ft. radius. The spell reveals roughly where such beings are but not what they are, so the caster knows something is present without learning its nature. There is no save.
Among the vine-choked step pyramids of Huac, where no one has lived for a thousand years, Itzel the witch stops on the stair and lifts her head. The spell spreads out around her like ripples in a pool. Something is standing on the step above her, a little to the left, close enough to touch. There is nothing to see. She cannot tell what it is, or what it wants, only that it is there. She has ten minutes to decide what to do. She decides to go back down.
Image (Black Magic)
Range 1 mile per level of abilitySave As stated (vs Will halves destruction damage)Spell type Variable, only in terms of effective rangeComponents Mandrake root from a graveyard or under a hangman's gibbet; article belonging to the victim
The caster must first find a mandrake root growing in a graveyard or beneath a hangman's gibbet, dig it up, bring it home and carve it into the likeness of the intended victim. Something that belonged to the victim, such as clothing, a weapon or a lock of hair, must be kept close by while the carving is done. The work takes a full week.
Once it is finished, harming the figure harms the victim by sympathetic magic. Each time the caster pushes a pin or blade into the image, the victim feels terrible pain in the matching part of the body. This cannot cause real damage, but leaving a pin in place takes away the use of the matching arm or leg, or of a sense such as sight, hearing or speech, for as long as it stays there.
The only cure is for the victim to track down the caster and destroy the figure, but only once it has been sprinkled with holy water or treated with a Remove Curse spell. If anyone destroys the image before its power is neutralized in one of those ways, the victim takes 3-24 (3d8) damage, halved on a save vs Will; this damage will not heal without a spell or potion. The spell reaches 1 mile per level of ability.
For a whole week the witchdoctor Mandla sits in his hut above Okalo, carving the mandrake root he dug from beneath the hangman's gibbet, with the rival shaman's stolen necklace lying in his lap. The little figure has the shaman's jutting jaw and bandy legs. On the eighth night Mandla takes a long thorn and pushes it slowly into the figure's right knee. Across the valley, the shaman screams and falls in the dust, and for as long as the thorn stays in, his right leg will not move at all.
Mists of Sleep
Range Travels up to 100 ft.Duration 10 minutes per level (sleep lasts 1 hour or until dispelled)Area 10x10x10 ft. (+10x10x10 ft. per level)Save vs Constitution; none for creatures already asleepSpell type Variable, as stated
Conjures a 10x10x10 ft. cloud of gray mist, plus another 10x10x10 ft. per level, that the caster can send up to 100 ft. in any direction. Creatures caught in it must save vs Constitution or drop into a magical sleep lasting 1 hour or until dispelled; anyone already asleep gets no save. The mist itself lasts 10 minutes per level of ability.
The caravan guards of Ispahan ride in a tight ring around the sultan's camels, and the witch Leyla has no wish to fight them. From the shelter of a dune she sends a slow gray cloud rolling across the sand toward them. It swallows the whole column. Guards slump in their saddles and slide gently to the ground; camels fold their knees and snore. One grizzled captain coughs, shakes his head, and draws his sword against nothing. He has an hour to guard sleeping men alone. Leyla sighs.
Necromantic Healing
Range TouchSave NoneSpell type Variable, as stated
A necromancer's healing touch that mends 1 point of damage for every level of ability the caster has, on any one individual or creature. It works twice as well on demons, devils and undead, making it especially useful for tending to dark servants. The recipient must be touched. Only necromancers and witchdoctors may learn this spell.
The ghoul has taken a spear through the ribs guarding its master's tomb in the Vale of Avernus, and it crouches whimpering in a corner, black ichor pooling beneath it. Varinius the necromancer kneels beside it with the tenderness another man might show a hound. He lays one gray hand on the wound and speaks a word of the lower planes. The torn flesh knits, and far more of it closes than ever would on a living man. The ghoul rises, sniffing, eager again for the dark and for the next intruder.
Pain
Range 100 ft.Duration 1 minute per level of abilitySave vs Will, to resistSpell type Variable, as stated
Racks one individual or creature within 100 ft. with agonizing pain unless it saves vs Will. A victim who fails cannot attack or cast spells, and cannot move faster than half speed, for 1 minute per level of ability. A successful save shrugs the spell off entirely.
The Scythian rider comes thundering across the steppe with his lance leveled at the elven wizard, and Caelith has time for only one spell. She fixes him with her eyes and speaks a word that hurts. The horseman folds over his saddle, howling, his lance tumbling into the grass. His horse slows to an uncertain walk. For the next few minutes he can do nothing but clutch himself and moan, and his hand will not close on his axe. Caelith catches his horse's bridle and turns it gently around.
Speak with the Dead
Save NoneSpell type Variable, as stated
Lets the caster talk with a dead individual or creature, as long as it died within the last 24 hours, extended by 24 hours for each level of the caster. The necromancer may ask one question per level of ability, and every answer given is truthful. Only necromancers and witchdoctors may learn this spell.
The merchant was found face down in the Fountains of the Moon at dawn, and by evening his body lies on a slab in the Temple of Anu. The necromancer Neferhotep, who keeps the temple's accounts and its secrets, has been paid by the family to find out why. He sets a copper coin on each eye, speaks the words, and the dead lips move. He has four questions. The killer? His partner. The reason? The ledgers. Their hiding place? Under the third floor tile. Neferhotep hesitates over the last one, then asks whether it hurt.
Summon Undead
Save NoneSpell type Non-variable
Calls one undead creature to serve the necromancer. Only undead of a lower ability level than the caster can be summoned, so more powerful necromancers can command stronger creatures. The undead carries out one command and then goes back to its dismal home plane. No offering is required, though the caster must still draw a magic circle and a Thaumaturgic Triangle.
Inside the barrow on the downs of Alba lies a ring the necromancer Cadoc wants, and a barrow wight he does not wish to meet in person. So he draws his magic circle and triangle on the turf outside, whispers down into the earth, and calls something far weaker than himself out of the dark: a dead thing that was once a spearman. It stands in the triangle waiting. Fetch me the ring, Cadoc tells it. It goes in, comes out, drops the ring, and sinks back into the ground.
IIISpells of the third level
Animate Dead
Duration Until destroyed or dispelledSave NoneSpell type Variable; each level adds one more creature
Raises a skeleton or zombie out of any dead creature's remains. The undead obeys its master until it is destroyed or the enchantment is dispelled. At higher levels the caster can raise more of them: each level of ability allows the remains of one more creature to be animated. Only necromancers and witchdoctors may learn it.
The battle on the Scythian steppe ended at noon, and by dusk only the crows and the necromancer Borvik are left. He walks slowly among the fallen horsemen, choosing with care, touching one here and one there with the butt of his staff and muttering. The dead men stir, sit up and climb to their feet, faces slack and eyes empty. Six of them, then seven. They will follow him now until someone cuts them down or unmakes his work. He points them east, toward the next village.
Infernal Circle of Flame
Range 100 ft.Duration 10 minutesArea 10 ft. radius circleSave vs Dexterity, for 1/2 damageSpell type Variable, as stated
Creates a ring of magical fire 10 ft. in radius, anywhere up to 100 ft. away, lasting 10 minutes. Anyone who tries to cross the flames takes 1-6 damage per level of the caster, or half with a save vs Dexterity. Because the fire comes from the infernal planes, demons and devils pass through it unharmed.
The three knights of Avalon have the warlock trapped at last in the ruined chapel, until Emrys flings his arm out and a ring of red hellfire erupts around them, twenty feet across, roaring waist high. The youngest knight tries to leap through and comes out the other side with his surcoat blazing and his skin blistered. The other two stay put, swords raised, sweating. Emrys's imp familiar strolls through the flames with its arms folded, unscathed, and grins up at them.
Malediction
Range 1,000 ft.Save vs Will, unless caster knows true name or holds victim's propertySpell type Non-variable
A powerful curse with three possible forms. The first makes one kind of animal react with fierce hostility whenever the cursed person is near. The second makes the victim terribly clumsy whenever danger threatens, with a 50% chance of dropping whatever they hold, weapons and magic items included.
The third fills the victim's nights with such horrifying dreams that they can neither sleep nor rest. They lose 1 point of Will each day until the curse is lifted, or until Will reaches 0 and they die, having lost the will to live.
Range is 1,000 ft. The victim may save vs Will unless the caster knows their true name or holds at least one item of their personal property.
The cavalry officer who had Ysolde flogged in the square at Iber rides out of the fort the next morning without a care. The witch watches from the tree line, three hundred yards off, clutching the spur he lost on her doorstep, and speaks the malediction. By noon his own charger has thrown him twice. By evening every horse in the stables screams and kicks when he comes near. Within the week he is walking everywhere, and the other officers have begun to wonder what he did.
Mists of Entrapment
Range Travels up to 100 ft.Duration 10 minutes per levelArea 10x10x10 ft. (+10x10x10 ft. per level)Save vs Strength, as statedSpell type Variable, as stated
Conjures a 10x10x10 ft. cloud of thick gray vapor, plus another 10x10x10 ft. per level, which the caster can send up to 100 ft. Anyone inside finds it hard to move and must save vs Strength or be held fast in the clinging mist. Visibility inside is as poor as in Mists. It lasts 10 minutes per level.
The Vanir longship grinds onto the shingle at Ku, and twenty raiders leap into the surf with axes raised. From the dunes the old witch Sigrun sends a rolling bank of gray vapor down the beach to meet them. It clings like wet wool. Raider after raider finds his legs locked, his arms pinned, his axe held fast halfway through a swing. Two of the biggest men tear themselves loose and stagger on, half blind. The rest stand frozen in the fog, cursing, while the villagers come down with nets.
Necromantic Shape Change
Duration 1 hour; any number of changesSave NoneSpell type Non-variable
A lesser form of the vampire's power to change shape. For 1 hour the caster can become a vampire bat, a wolf or a cloud of gas, switching between them as often as desired and keeping their own hit points. No spells can be cast in these forms. Animals are not deceived: unless they are unusually vicious, they shy away from the caster's scent.
The magistrate's men kick in the door of the tower in Kuru to find the necromancer Sipho standing calmly at his window. Before they can reach him he is a vampire bat, flitting out between the bars. In the courtyard he drops to the flagstones as a lean gray wolf and lopes for the gate, and when the gate proves shut he pours beneath it as a thin cold mist. The guard dogs outside do not chase him. They whine and back away, tails low, from the smell of him.
Repel
Duration 1 minute per level of abilityArea 10 ft. radiusSave vs Will, for no effectSpell type Variable, as stated
The caster gives off an aura of evil 10 ft. in radius. Any living creature entering it must save vs Will or refuse to come any closer to the caster. Extremely evil creatures must still save but get +2 on the roll. A successful save means no effect. The aura lasts 1 minute per level of ability.
The beggars of the Grand Marketplace in Acheron descend on every rich foreigner, but they learn fast. The sorcerer Anath steps down from her litter wrapped in an invisible chill that reaches ten feet all round her. The first beggar to come near stops dead, his outstretched hand trembling, and cannot bring himself to take one more step. A pickpocket behind him hesitates, then shrugs and presses in anyway, grinning. Anath takes the boy's wrist in one cold hand and looks at him. He stops grinning.
Summon Lesser Demon/Devil
Save SpecialSpell type Non-variable
Calls up one lesser demon or one lesser devil from the lower planes, the caster choosing which. The summoning is carried out according to the procedures laid down under Summoning Rituals, and the save is listed as special. The spell does not vary with the caster's level.
In the cellar of his house in Mohenjo-Daro, the wizard Vikram has spent an hour inscribing his circle of protection and the thaumaturgic triangle beside it, checking every line twice. He speaks the summoning, and after a long minute a gargoyle hunches in the triangle, gray wings folded, stone eyes smoldering. It does not want to serve. He offers gold, and it sneers; he offers it a rival's statue to deface, and it thinks, and then its lips peel back in a slow and terrible smile.
IVSpells of the fourth level
Contact Lower Plane
Save NoneSpell type Non-variable
Opens a line of communication with a greater demon or devil in the lower planes, and the caster may put one question to it. The caster must know the fiend's name to reach it at all. Its answer is always true, but it may be vague or cryptic, leaving the caster to work out its meaning. There is no save.
On the cliffs of Thule, above the crevasse the Scritifi say reaches Hell, the necromancer Ragnhild whispers down into the dark a name she paid for with ten years of her life. A cacodaemon answers from very far below. She is allowed one question, and she asks it carefully: where lies the body of the wizard Othar? The voice that answers is true, as such voices always are. It says: where the ice remembers fire. Ragnhild spends a month working out what that means.
Mists of Strangling
Range Travels up to 100 ft.Duration 1 minute per level of casterArea 10x10x10 ft. (+10x10x10 ft. per level)Save NoneSpell type Variable, as stated
Conjures a 10x10x10 ft. cloud of dense gray vapor, plus another 10x10x10 ft. per level, that the caster can send up to 100 ft. Anyone who enters or is caught in it takes 1-6 choking, constricting damage every minute. The only escape is to get out of the cloud, by running or with certain magic items, since no spells can be cast inside it. The mist lasts 1 minute per level of the caster.
The paladins of Quechua have the witch cornered on the temple stair, and she no longer bothers with subtlety. Coyllur flings her arm down and a gray fog boils up from the steps below her, swallowing the first rank of warriors whole. At once they are choking, clawing at their throats as the vapor tightens like a noose. One of them tries to shout a prayer and cannot get a word out. The survivors have only one hope, and they take it: they run blind out of the mist.
Paralysis
Range TouchDuration 5-20 (5d4) minutesSave None, if touchedSpell type Non-variable
The caster paralyzes one creature or being by touch. The paralysis lasts 5-20 (5d4) minutes. As long as the touch lands, the victim gets no save. The duration is rolled each time and does not increase with the caster's level.
The bounty hunter has been following Ashkan across half the Wilderness of Zin, and at last he catches the warlock asleep, or so he thinks. When he leans in with the manacles, Ashkan's hand snaps up and closes around his wrist. There is no struggle. The hunter goes rigid from head to foot, frozen in a crouch with his mouth half open and his eyes wide, as still as a statue in a desert shrine. Ashkan takes his horse, his water and his boots, and is gone within the quarter hour.
Phantom
Duration Unlimited servitudeSave NoneSpell type Variable, as stated
Summons a phantom, a spirit with no body of its own. No offering or inscription is needed; phantoms are eager to reach the prime material plane and cause mayhem. To take on substance it feeds on its summoner: the moment it appears it drains one hit point for each level the caster has reached, gaining one level per point, so it ends up at the caster's own level.
Once embodied, it performs any service the caster orders, indefinitely unless destroyed. The lost hit points come back only, and at once, when it is destroyed or dismissed. A caster may keep any number of phantoms, limited only by how many hit points they are willing to give up.
A phantom attacks twice a round; a hit means it has its victim by the throat, doing an automatic 1-8 constriction damage each minute, or 1-8 with its claws against foes that cannot be strangled. In the dark they look like shadows given solid form, and they catch their victims by surprise 95% of the time.
They cannot bear daylight, go hooded and cloaked by day, and see poorly then, though they have 100 ft. night vision. Fire, cold, lightning, ordinary weapons, poison and control spells do not affect them. They have Strength 17 and speed 19, and clerics, priests and mystics can turn them as if they were wraiths.
The necromancer Dahlia pays for her servant in blood. As the shape rises from the floor of her crypt beneath Tartessos, she feels her strength drain away in a single sick rush, and the phantom thickens into a thing of cloak and shadow with long, grasping hands. By day it will wait hooded in the corners, half blind. By night it will be her knife. That same night it drops from a rafter onto a moneylender who never heard it coming, and does not let go of his throat.
Summon Winged Demon/Devil
Save SpecialSpell type Non-variable
Calls up one winged demon or one winged devil from the lower planes, the caster choosing which. The summoning is carried out according to the procedures laid down under Summoning Rituals, and the save is listed as special. The spell does not vary with the caster's level.
The sorcerer Ma Jian has taken great care with his circle and triangle, chalked on the roof of a rented warehouse in the East Market of Tang. He speaks the summoning at midnight. A minute later the stars are blotted out by leathery wings, and a winged demon settles into the triangle with a sound like a sack of wet meat. It demands a life. He offers silver instead, a great deal of it, and the thing's hunger wavers. On the third offer it bows, and agrees to fly where he tells it.
Whither Plants
Range 100 ft.Area 10 sq. ft. (+10 sq. ft. per level)Save None, except sentient plants (vs Will)Spell type Variable; each level adds 10 sq. ft.
Withers and kills plant life in an area of 10 sq. ft., up to 100 ft. from the caster, and each level of ability adds another 10 sq. ft. Ordinary vegetation gets no save. Sentient plants, having minds of their own, may save vs Will to resist the caster's magic.
The rival vintner in Saturnia refused to sell, so the warlock Lucan pays a visit at harvest time. He stands at the edge of the vineyard, a stone's throw from the nearest rows, and draws one slow breath. The vines in front of him shiver. Leaves curl and brown, grapes shrivel to black beads, and a patch of the best rows, no bigger than a farmhouse kitchen, dies in the space of a heartbeat. It is a small wound. But it is the oldest stock, the vines the family has tended for six generations, and Lucan knows exactly where to cut.
Wings of Darkness
Duration 1 hour (+10 minutes per level)Save NoneSpell type Variable; each level adds 10 minutes
A pair of black, bat-like wings grows from the caster's upper back, letting them fly at twice their normal movement rate. The caster can still fight or cast spells while airborne, but can carry no more than a normal encumbrance. The wings last 1 hour, plus another 10 minutes for each level of ability.
The Fomorian patrol has the witch Rhiannon trapped at the edge of a cliff in the Fells, and they are grinning as they close in. She throws back her head. Black, leathery wings burst from her shoulders, tearing her cloak, and she drops off the edge, catches the wind, and swoops back up past them at twice the pace she could ever run. From above she spits a curse down at the nearest giant for good measure. Then she wheels away east over the mist, with an hour of flight still to spend.
VSpells of the fifth level
Coercion
Range Unlimited; the victim is affected wherever they areSave As stated (vs Will)Spell type Non-variableComponents Carved wax or wood image of the victim inscribed with symbols; candle or torch
Uses sympathetic magic to seize control of a creature or being, though arch demons, arch devils, guardians and godlike beings are beyond its reach. First the caster carves a likeness of the victim in wax or wood and covers it with arcane symbols and glyphs, which takes a full week.
To use it, the caster holds the figure over a lit candle or torch while casting. Wherever the victim is, they are struck by agonizing pain and must save vs Will. On a success the pain stops. On a failure the pain drives them to obey, without question, one mental command from the caster.
The figure can be used again and again until the victim has resisted it three times, at which point it crumbles to dust.
For a week the sorcerer Galen has worked in his rooms above the Black Skull, carving a little wax figure of the harbormaster of Acheron and covering it with tiny, crawling glyphs. Tonight he holds it over a candle and speaks. Across the city, the harbormaster doubles over his supper in agony. It passes. Galen frowns and tries again, and this time the pain wins: sign the release for the Tartessian ship, he commands silently, and the man rises, weeping, and goes for his seal. Two more refusals and the figure will crumble, but Galen does not expect many.
Energy Drain
Range TouchSave vs Constitution, for 1/2Spell type Variable, as stated
The caster touches a living creature and drains 1-4 hit points for each of the caster's levels; a save vs Constitution halves the loss. Hit points lost this way return only through healing spells, elixirs, potions and the like, never by natural rest or other mundane means. Demons, devils and undead are immune. Only necromancers and witchdoctors may learn it.
The Nethermen raiders thought the necromancer's tower on the edge of the Black Forest would be an easy mark. Their leader meets Gorzha on the stair and swings, and misses, and the necromancer lays a bare palm flat against his chest. The warrior's face grays. His knees buckle as life pours out of him through that single touch. He staggers back down the steps, gasping, alive but hollowed. No amount of rest will bring that strength back. Only a healer's spell or a potion could, and he has neither.
Mists of Death
Range Travels up to 100 ft.Duration 10 minutes (non-variable)Area 10x10x10 ft. (+10x10x10 ft. per level)Save vs Constitution, for no damageSpell type Variable, only as stated
Conjures a 10x10x10 ft. cloud of red mist, plus another 10x10x10 ft. per level of ability, that the caster can send up to 100 ft. in any direction. Those who wander in or are engulfed must save vs Constitution; on a failure they perish 1-4 minutes later unless saved by an antidote or by Neutralize Poison, the only remedies. The cloud lasts a fixed 10 minutes.
The Order of Baal does not forgive, and the witch Mairead has been sent to deal with the deserters hiding in the monastery ruins of Pictland. From the ridge she sends a slow red mist rolling down into the cloister, where it fills the courtyard for ten long minutes. Some of the deserters hold their breath and live. The rest cough, look puzzled, and walk on as if nothing has happened, and then within a few minutes they lie down in the cloister and do not get up. Nobody has an antidote, and nobody knows the spell that might save them.
Summon Greater Demon/Devil
Save SpecialSpell type Non-variable
Calls up one greater demon or one greater devil from the lower planes, the caster choosing which. The summoning is carried out according to the procedures laid down under Summoning Rituals, and the save is listed as special. The spell does not vary with the caster's level.
The necromancer Tzeltal has knelt for an hour in the ruined temple of Huac, drawing his circle and triangle with blood and chalk, and now he speaks the words. After three long minutes, the triangle fills with smoke and something vast unfolds within it, a greater demon with a crown of horns and a voice like a landslide. It tests the lines of the triangle with one claw. They hold. Tzeltal names his price, a sacrifice it will enjoy, and on his first attempt the demon agrees. That frightens him more than refusal would.
Terror
Duration 10 minutes; victims flee for 30 minutesArea 20 ft. radius around casterSave vs Will, as statedSpell type Non-variable
The caster gives off an overwhelming aura of dread across a 20 ft. radius for 10 minutes. Anyone who comes within it must save vs Will, and must save again each minute they stay in range.
Those who fail run away in blind panic for a full 30 minutes, dropping weapons and anything else in their hands, leaving treasure behind and deserting wounded friends. Anyone who tries to hold a fleeing victim back will be fought, berserker-fashion, to the death.
The mob of torch-waving villagers finally reaches the witch's hut in the Borean Forest, and Grima steps out to meet them. An aura of pure dread rolls out around her. The front rank breaks at once, dropping torches, pitchforks and even their own injured brother, and flees shrieking into the trees. A burly woodcutter grabs a fleeing friend's arm to stop him, and the man turns on him like a wild animal. Only two stubborn men remain, white-faced. Grima walks toward them, and every minute they stand near her is a fresh test of their nerve.
The Evil Eye
Range Sight rangeDuration 10 minutesSave NoneSpell type Non-variable
The necromancer's answer to True Sight. For 10 minutes, across sight range, the caster sees through every illusion, disguise and magical transformation, and can see invisible creatures and objects, secret doors and traps. The caster also knows the poorest attribute of anyone or anything observed, including phobias and other weak points and vulnerabilities.
The masked envoy at the court of Babilary claims to be a merchant prince from Khitai. The necromancer Xiu Mei, standing among the queen's advisors, opens her eyes in a particular way and sees what everyone else cannot: that his fine robes cover a shape-shifted changeling; that an invisible servant stands at his left shoulder; that there is a hidden door behind the tapestry; and that the creature's poorest quality is its courage. It is terrified of fire. She smiles and asks, very politely, for more torches.
Witchwind
Duration Maximum 24 hoursSave NoneSpell type Non-variable
Raises a magically animated wind that does one of three things, lasting no more than 24 hours. It can carry a message of up to seven words as far as 100 miles, heard as a whisper either by one person or by every member of one type, race or nationality within a mile-wide strip along the wind's path.
It can instead drive one sailing vessel of any size in any chosen direction at up to 100 miles a day. Or it can blow out every non-magical fire, torch and lamp within 100 ft. of the caster; nothing put out this way can be lit again for up to 24 hours.
The sorcerer Idris is being held in a tower on the coast of Galecea, but his captors have not taken away his voice. He leans out between the bars and speaks seven words into the evening: The sunset tower. Two guards. Come tonight, quickly. The wind snatches them away eastward over the hills. Eighty miles off, in a smoky tavern, his apprentice suddenly hears his voice whispering in her ear, as clearly as if he stood beside her. She spills her ale, grabs her cloak, and goes to saddle the horses.
VISpells of the sixth level
Death Hand
Range Touch (successful hit needed unless victim helpless)Save vs Constitution: victim loses 1/2 total hit points insteadSpell type Non-variable
The caster slays one creature or being with a touch of the open palm; guardians, arch devils, arch demons and deities cannot be affected. The victim may save vs Constitution: success means they survive but lose half their total hit points, always keeping at least 1. Against a victim who is not unconscious, tied up or otherwise helpless, the caster must first land a successful hit.
The Gorgon warrior-priestess is quick with her spear, and for a long, desperate minute the Druas wizard Sefani can do nothing but twist away from its point among the jungle ferns. Then the woman overreaches. Sefani steps inside the thrust and lays an open palm flat against her ribs. The priestess shudders from head to foot, her eyes rolling, and crumples to her knees, gasping. She does not die. She is tougher than that. But half the life has gone out of her at a stroke, and, gray-lipped and trembling, she lets her spear roll from her fingers.
Possession
Range 100 ft.Duration UnlimitedSave vs Will to resistSpell type Non-variable
The caster takes complete control of another creature's mind and body, possessing it in the manner of an evil spirit or demon. If the attempt succeeds, the caster's spirit leaves their own body and enters the victim's. Range is 100 ft. and the possession can last indefinitely; the victim may save vs Will to resist.
While inside, the caster keeps all their magical powers, speaks in the victim's usual voice and can draw on the victim's memories. Only Detect Evil or similar magic will show that anything is amiss, and only an Exorcism spell can force the caster out and restore the victim.
The young king of Zimba is laughing at a juggler when the witchdoctor Kudzai, standing unnoticed among the courtiers some sixty feet away, closes his eyes and lets his own body slump against a pillar. The king stops laughing. He blinks once, slowly, and smiles a smile no one has seen him use before. His voice is the same, his memories are all there, and he knows every courtier's name. That evening the king signs three new laws and sends his loyal captain to the frontier. No one suspects anything.
Reveal the Past
Duration Up to 1 hour of conversationArea 100x100x100 ft.Save NoneSpell type Non-variable
Lets the caster find out everything that has happened within a 100x100x100 ft. area, provided the remains of at least one creature lie there. If even a scrap of bone or tissue can be found, the caster may question it for as long as an hour, and every answer it gives is true.
A caster who wants to keep watch over a place can leave skeletons, skulls and the like there on purpose, then use this spell later to question them.
The necromancer Oyelaran has kept a human skull on the shelf of the old Hesperian watchtower above Pemba for five years, precisely for this purpose. Now he returns, sets it on the table, and speaks the words. The skull's jaw works stiffly. For the next hour it tells him everything that has happened in the tower and around it since he left: who has come and gone, what they searched for, what they whispered, where one of them buried a strongbox. Every word is true. Oyelaran takes careful notes.
Summon Nether Demon/Devil
Save SpecialSpell type Non-variable
Calls up one nether demon or one nether devil from the lower planes, the caster choosing which. The summoning is carried out according to the procedures laid down under Summoning Rituals, and the save is listed as special. The spell does not vary with the caster's level.
Deep on the Isle of Dread, where the ash never stops falling, the necromancer Iskander completes the inscriptions he has checked six times over and begins the summoning. The ground groans. A few minutes later a nether demon crouches in his triangle, a thing of burning coals and too many joints, and its heat makes the air above the triangle shimmer. It laughs at his gold. It laughs at his threats. On the third attempt Iskander offers it the life of his treacherous apprentice, and the laughter stops.
The Black Wind
Range Travels up to 100 ft. at maximum human speedDuration 10 minutes (non-variable)Area 10x10x10 ft. (cannot be enlarged)Save As statedSpell type Non-variable
Calls up a 10x10x10 ft. whirlwind of black vapor that the caster can send up to 100 ft., moving at the top speed of a running human. Its poisonous fumes blind living creatures for 2-12 minutes unless they save vs Constitution, and any summoned or evoked creature must save vs Will or be flung back to its home plane.
Everyone inside it also takes 1-8 damage each minute from flying dust and debris, with no save. The wind lasts a fixed 10 minutes and its size can never be changed.
The Atlantean fleet wizard has evoked a water elemental to drown the necromancer Khalid on the shore at Taenerus, and it is rising out of the surf like a green wall. Khalid sends a whirlwind of black vapor spinning across the sand toward it, as fast as a man can run. The elemental falters inside the storm, then bursts apart and vanishes, hurled back to its own plane. The wizard, caught on its edge, reels away with his eyes streaming and blinded, bleeding from a hundred stinging cuts of flying grit.
Unholy Word
Range Hearing rangeSave NoneSpell type Non-variable
With one spoken word the caster produces one of two effects. The first cancels one control-type spell (Slow/Haste, Charm, Hypnosis and the like) on everyone who can hear the caster; undead that another caster has turned are also released from that control.
The second makes all undead within hearing that are of lower level than the caster regard the caster as a friend and obey a single command, with control lasting no more than 1 hour. Undead of higher level than the caster are not affected at all.
The priestess of Isa has turned the necromancer's zombies, and they are shuffling away from the temple steps in a helpless shambling herd. Then Senbi, standing at the back of the plaza in his black robes, speaks a single word that rings like a cracked bell. Every zombie within hearing stops, turns, and looks at him. They are his again. The priestess raises her holy symbol and shouts, but the word has already done its work. Senbi points at the temple doors, and the dead begin to climb.
VIISpells of the seventh level
Death Magic
Area 20 ft. radius of casterSave vs Constitution, for no effectSpell type Non-variable
With a single spoken word the caster tries to kill every creature within 20 ft. that has fewer hit points or a lower level. Each victim may save vs Constitution, and success means no effect at all. Creatures whose abilities exceed the caster's are entirely unaffected, however they roll.
The Makara war band swarms up the beach below Valum Chivum with their spears, twenty of them, and the necromancer Karsten, alone and cornered against the rocks, speaks one word. It is not loud. Within twenty feet of him, the lesser warriors simply fall, lifeless before they hit the sand, and the war band's charge breaks in stunned silence. A few of the tough ones stagger but stay standing. Their chief, older and far stronger than Karsten, did not even notice the word. He keeps coming.
Destruction
Range 100 ft.Area Up to 10x10x10 ft.Save NoneSpell type Non-variable
Makes a block of non-living material as large as 10x10x10 ft., within 100 ft., decay into ruin in an instant. Wooden beams, bridges and the like rot and fall apart, iron rusts through and loses its strength, and stone crumbles into dust. The decay is immediate and no save is allowed.
The Tharshi raiders have pulled up their drawbridge and are jeering from the walls of their stolen fort. Sabir, a wizard with a necromancer's grim patience, walks to within a hundred feet of the wall, points at the thick oak and iron gate, and speaks. The wood blackens and slumps like wet bread. The iron bands blister into flaking red rust. In the space of a breath the whole gate collapses in a heap of rot and dust, leaving an open archway. The jeering stops. Sabir's mercenaries stroll in through the gap.
Ghost Wind
Range Travels up to 1,000 ft.Duration 10 minutesArea Approximately 100x100x100 ft.Save vs WillSpell type Non-variable
Summons an enchanted wind from the depths of the oldest crypts and tombs. It looks like mist, fills roughly 100x100x100 ft. and can be sent up to 1,000 ft. It is thick with howling, maddened spirits, and any living creature that enters it or is caught inside must save vs Will or be driven mad for good. Victims usually end up in a state resembling catatonia. The wind lasts 10 minutes.
From the cliff tombs of Madaan the necromancer Zahir calls a wind that should never blow. It rises from the sealed tombs as a pale mist heaving with howling faces and drifts out over the desert toward the bandits' camp, not quite a thousand feet away. It swallows the tents whole. For ten minutes the camp is full of screaming. When the mist thins, most of the bandits are sitting motionless in the sand, staring at nothing, and they will never speak again. One stands among them, trembling but sane.
Soulstone
Duration Permanent unless the stone is shatteredSave As stated above (vs Will; success shatters the stone)Spell type Non-variableComponents Perfect gem worth at least 10,000 G.P. inscribed with victim's name and symbols
Captures and exploits a creature's life essence; arch demons, arch devils, guardians and godlike beings are immune. The caster needs a flawless gem of 10,000 G.P. or more, and spends two full weeks engraving the victim's name and arcane symbols on it.
The caster produces the stone before the victim and reads out its engraving; within a few words the victim feels their life draining into it. A demon or devil targeted this way will at once offer a service in return for mercy and the stone. The victim may save vs Will; success shatters the gem into worthless pieces and ends the spell.
On a failure the essence enters the gem and the empty body turns to dust. The caster may immediately take either half the victim's hit points or one of its abilities or attributes, such as great strength, magic resistance or flight, which lasts only while the stone is held. Once a month the holder may put one question to the trapped essence, which must answer honestly.
Unless broken, the stone never loses its power; breaking it frees the victim in bodily form, and it will then hunt down and kill its captor. A caster can never own more than one Soulstone of their own making, though others can be obtained by theft, purchase and so on.
For two weeks the necromancer Harith has engraved a flawless ruby worth a small kingdom with the name of a Jinn and a thousand crawling symbols. At last he faces the creature in the desert beyond Ispahan and reads the engraving aloud. The Jinn staggers, feeling its essence drain away, and cries out, offering service after service in exchange for mercy. Harith keeps reading. The Jinn's body collapses into a heap of fine sand, and the ruby in his hand burns warm with the power of flight.
Summon Arch Demon/Devil
Save SpecialSpell type Non-variable
Calls up one arch demon or one arch devil from the lower planes, the caster choosing which. The summoning is carried out according to the procedures laid down under Summoning Rituals, and the save is listed as special. The spell does not vary with level, and only necromancers and witchdoctors may learn it.
Three nights the witchdoctor Okonkwo has prepared, and on the fourth he stands in his circle beneath the dead baobab on the veldt of Marhashi and speaks the summoning. The wind dies. The stars go out one by one. Within the triangle a great shape unfolds, and it is Nergal, and a wave of pain rolls out from the eyeless thing, stopping just short of the circle. The arch demon turns its ruined face toward the little man in his little circle, vastly amused. It will not be compelled by a name. It asks what Okonkwo can possibly offer.
The Great Curse
Save Only as stated aboveSpell type Non-variable
A terrible curse with three forms. The first blasts and withers crops or other plants over an area as large as 100x100 ft. with one gesture, at a range of up to 1000 ft.; the caster must hold at least a fragment, such as a stem, leaf or flower, of the plants to be cursed.
The second ruins any small or medium-sized building over 13 days. Its walls and ceilings visibly warp and bend, until on the thirteenth day it falls in. The caster must at some earlier time have spent at least 1 hour inside the building.
The third kills one creature within sight: the caster looks into its eyes and speaks a single word. A victim who saves vs Will still dies of a strange burning fever within 7 hours unless the curse is lifted.
The witchdoctor Nhamo spent a pleasant hour drinking beer in the headman's great hut in a Nubian village last spring, laughing at his jokes. Tonight, having been cheated over the price of a cow, he returns to the village edge and speaks the curse. By the third day the headman's wife notices that the roof beams have begun to sag. By the seventh the walls bulge and groan, and the door will not close. On the thirteenth morning, with the whole village watching from a safe distance, the great hut falls in.
Rules paraphrased from The Arcanum, 2nd edition (Bard Games, 1985), pages 74 to 120.
