Character Creation:

Magic:

Black Magic is the more powerful version of Basic Magic and is more destructive. If you put a Basic Fire Spell against a Black Fire Spell, the latter will do more damage. The problem is that the Black Magic's teachings are tilted toward a darker line of thought - take, use, and discard to make yourself stronger even if it means others are hurt in the process.

The list here will be constantly updated throughout the RPG, so if you want to hold onto points that is also fine (note that you will be given more points with every level up).


Black Magic Part I (Intelligence 15):

This teaches Black Fire Magic - granting Black Fire Blast. This fire continually burns the enemy for continuous fire damage. [Costs 2 Class Point]

Black Magic Part II (Intelligence 15):

This teaches Black Earth Magic - granting Titan's Might. The power to crush the earth around your opponent and crush the life out of them as you close your own fist. If you so choose. [Costs 2 Class Point]

Black Magic Part III (Intelligence 15):

This teaches Black Wind Magic - granting Air Shredder, slicing the flesh from the bones of your enemy with high speed winds if you so choose. [Costs 2 Class Point]

Black Magic Part IV (Intelligence 15):

This teaches Black Water Magic - granting High Pressure Water Blast. This blast is so powerful it can crush bones. [Costs 2 Class Point]

Black Magic Part V (Intelligence 15):

This teaches Black Lightning Magic - this grants Static Field. The field is filled with lightning and strikes all over, making it hard to escape. [Costs 2 Class Point]

Black Magic Part VI (Intelligence 15):

This teaches Black Ice Magic - granting Black Ice. The Ice is so tough, it can crush the enemy as it falls from the sky like hail. [Costs 2 Class Point]

Black Magic Part VII (Intelligence 20):

This teaches Black Dark Magic - granting the Black Hole. This allows the spell to attempt to swallow the enemy into the void and consume them. Or at least hold them. [Costs 2 Class Point]


Poison Magic (Intelligence 10):

This unleashes poison magic upon an enemy and begins to drain their life force. [Costs 1 Class Point]

Advanced Poison Magic (Intelligence 15):

The poisoned target's HP is shifted over to you as they are drained of their HP. [Costs 3 Class Point, needs basic Poison]

Miasma (Intelligence 20):

You outright poison an area of land (preferably the spot the enemy is located) to soak the size of an army with poison and attempt to destroy them. [Costs 4 Class Point, needs Advance Poison]


Erasure Magic (Intelligence 15):

This magic erases the field of minor enemies, doing away with them as if they were never there. But your soul remembers. [Costs 5 Class Point]


Status Effect Magic (Intelligence 10):

Causes various status ailments - like confusion, dizziness, weakness, etc. [Costs 4 Class Point]


Unnatural Touch (Intelligence 10):

This allows the caster to use magic that can communicate with the other worldly (ghosts), or monsters [Costs 1 Class Point]

Undead Summon (Intelligence 15):

Summons the undead to fight beside the magi. The state of the undead will vary depending on the magi and who/what they summon. [Costs 3 Class Point - unnatural needed]

Monster Summon (Intelligence 15):

Forces a monster to obey the Magi by putting a seal of magic on them. This is a better control system compared to the Blood Control. [Costs 3 Class Point - unnatural needed]


Advanced Black Magic Weapon (Intelligence 20):

Due to it's more powerful nature and being stronger than Basic Magic, it does not serve as a healing or shield type magic. It's goal is to hit hard and fast. If a Magi attempts uses it to create a weapon (physical or spell wise), it will be hit twice as hard compared to normal magic. [Costs 3 Class Point - basic needed]


Black Magi Mana Detection (Intelligence 5):

A detection spell for mana pockets will allow a Black Magi to not only detect them, but draw mana from long distances to them by force and take them; thus denying others the mana. [Costs 2 Class Point]


Mana Drain Touch (Intelligence 20):

This allows a Mage to simply steal mana from another Magi or a Monster/Creature that is high in Mana reserves by using this spell to begin draining it from them. It requires touching the target however. [Costs 3 Class Point]

Mana Drain Cloud (Intelligence 25):

This allows the Magi to send out a cloud spell to begin sapping mana from their targets without having to lay a hand and start draining mana from other Magi and Monsters/Creatures. The only side effect is you must make sure to retrieve the cloud spell to get all that juicy mana or someone else might get it first. . [Costs 3 Class Point - Mana Drain Touch required]


Weather Control Magic (Intelligence 10):

The Magi can affect the weather patterns and causes various things to occur such as heavy rain and winds. This can allow a Magi to cause sudden weather patterns to attempt to get away from others. [Costs 2 Class Point]


Comet Magic (Intelligence 15):

You bring down a large object from the sky to do massive damage to the target and the surrounding area around them. [Costs 3 Class Point]

Meteor Magic (Intelligence 20):

This spell brings forth a larger object from space to come down on a target a the risk of everything in the surrounding area and even yourself. [Costs 5 Class Point - Comet required]


The Dark Arts Pact (Intelligence 25):

You can use the Black Magi arts to make a pact with beings who must not be named. Depending on the pact, it may result in a boost to your stat or a new summon helper. Or you just may be eaten. I don't know. Do you really want to summon them? It could be fun. [Costs 5 Class Point - Unnatural Needed, Undead Needed, Monster Needed]


Unlock Door Spell (Intelligence 20):

This spell will unlock any door anywhere - allowing access to any sort of place. [Costs 5 Class Point]


Illusion Magic (Intelligence 20):

This spell casts an illusion over your body to look like something or someone else. This definitely does not fool the other senses of most people like smell and touch if your breasts are smaller than the real deal. That type of thing, [Costs 2 Class Point]


Round 2

Tentacles (Intelligence 15):

The Magi can summon powerful tentacles from the ether to control in order to restrain or use for attack on people. The power of the restraint or damage is based on one's intelligence. [Costs 4 Class Point]


Blind (Intelligence 10):

The Magi can attempt to blind the target and remove their sight temporarily - the higher their intelligence stat, the more successful the blinding will be. [Costs 3 Class Point]


Deadly Touch (Intelligence 20):

Your touch can pass on ailments or poison if you have learned the spells, without needing to cast them at a distance. [Costs 3 Class Point]


Dark Vision (Intelligence 5):

This allows one to see in the darkness. [Costs 1 Class Point]


Black Magic Boost (Intelligence 25):

Increase your max overall Intelligence by 5 points. [Costs 5 Class Point]


 

 

 

 

 

 

 

 

 

 

 

 

 
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