Underworld Magic (Black Clover Supplement)
Underworld Magic[edit]
A Mage is nothing without their spells, mastering spells is the difference between an average mage vs an experienced mage. However, sometimes an average mage dabbles with the magic of the underworld to keep up, though this may come with a great cost.
Dark Mana[edit]
Mana from the underworld is called Dark Mana in the living world, due to its more sinister quality. This mana boosts the power and capabilities of magic but carries the risk of corrupting the bodies, souls, and magic of both users and victims alike; thus, its usage is classified as Forbidden Magic.
If you are a devil then your mana is naturally classified as Dark Mana, you do not suffer any of the drawbacks unless a spell says otherwise.
- Prerequisites
To even use Dark Mana you must first understand its origin. Only those who originate from the underworld and is a devil, fought a devil and won, are contracted with a devil, or having at least spent a year's worth of study can use Dark Mana.
- Weaknesses
Whenever you use Dark Mana, you must make a Wisdom saving throw against a DC of 10 or the amount of Dark Mana used (whichever is higher). On a failure, you are corrupted by dark magic and become Berserk until you are knocked unconscious. On a success, you can keep control of your body, however the DC increases by 1 (to a maximum of 30), until you complete a long rest.
- Consequences
There are many consequences to the usage of Dark Mana, though some may affect some races more prominently than others.
- Weg. If you are a human or dwarf who used dark mana, you will grow demonic horns also known as a “Weg” (you determine what it looks like). You will grow the Weg either if you passed the save or not, and having one shows an association with devils.
- A GM may determine that the public’s consensus of a character with a Weg becomes one of hostility, with that person being treated like a devil until they can prove their innocence.
- Dark Elf. If you are a Elf and become Berserk, you gain the Deviltouched heritage. You do not acquire this heritage if you are a Hyrbid.
- Additionally, if your mana attribute is eligible, it becomes a demonic attribute. Finally, if you find Inner Peace and become Berserk from dark mana again, you do not become a dark elf again.
- Unique Effect. If you use a spell that uses more than 30 Dark Mana, your GM may come up with an alternative drawback or side effect for the spell. For example, being trapped inside the body of an Anti Bird for hundreds of years.
Forbidden Magic[edit]
Forbidden Magic has spells that make use of Dark Mana to either enhance existing spells or create entirely new spells on a different level, challenging the very laws of the world.
Since Devils are from the underworld, their spells can be naturally classified as Forbidden Magic and any drawbacks that affect other species do not affect them.
Forbidden Magic interacts with the Spell Creation system when determining the prices of Forbidden spells and enhanced magic.
Forbidden Spells[edit]
Forbidden spells is a type of spell that utilises only Forbidden magic without any Magic Types or Mana Attributes, these spells are considered the highest level of forbidden magic for how deeply rooted it is to Dark Mana. These spells can range from being able to change your race to a Devil, to the usage of Reincarnation Magic. However, using just one of these spells will forever taint your soul and magic forever. When you use one of these spells, you automatically fail the saving throw for using dark mana and you become tainted.
Elves are able to use Reincarnation magic without these detriments a number of times equal to their proficiency bonus, instead using the normal method.
Cost[edit]
Forbidden Magic typically replaces Mana for Dark Mana without changing the price of a spell (unless stated otherwise), however the cost of creating a spell using forbidden magic starts off at 10 mana and 5 Spell points. Due to the nature of a forbidden spell, the DM may decide to increase the cost of either or both.
Enhanced Spells[edit]
Forbidden Magic is capable of enhancing the power of spells by fueling them with dark mana, enhancing a whole spell with it will require additional mana equal to half the cost of the original spell. To fuel a spell, you must state you are using forbidden magic on it for no action required, then you’ll temporarily add half your Spellcasting modifier to the spell's natural abilities without increasing its original cost and ignoring any potential inhibitors.
You may also enhance certain aspects of a spell like the Magic Type or the Attribute, that is raised to a higher standard than this method. If you choose to enhance a certain aspect of a spell, you can’t use this feature alongside it.
Enhanced Attribute[edit]
Mana Attributes are able to change and evolve in certain ways only through Dark Mana. The attribute may evolve to become stronger against certain attributes and circumvent some of their own weaknesses, or it could develop in a way to gain a whole new special ability. For example, Modification Magic overcomes its restriction of only targeting inorganic matter and magical objects, now being able to target both organic matter and even concepts. In doing so, Modification magic may now become strong to Dream Magic, or it can be as simple as Imitation Magic now allowing two different attributes to be used at once.
- Work with your DM to determine how your attribute may change when in conjunction with Forbidden Magic, enhancing an existing spell with the attribute will cost nothing but should focus more on overcoming its weaknesses and restrictions. A spell made directly for the amplified attribute should focus more on the new special effects of a spell, with a cost of mana and spell points determined by the DM due to the nature of the spell.
Magic Type[edit]
Magic Types are the most common type of spells for Forbidden Magic to enhance, as it makes said spell go beyond their standards and limitations. An enhanced Magic Type gains a certain number of benefits described in the table below, you may spend the mana cost of the spell an additional time to gain more benefits, unless stated otherwise. Some Magic Types may only allow for one benefit on a spell at a time.
Magic Type | Description |
---|---|
Barrier Magic | A barrier spell gains two of the following benefits.
|
Communication Magic | You may either have your Communication spell’s range add its natural distance an additional time, or you may reach a person or place despite the blockage (unless it was caused by Forbidden Magic or a devil). |
Creation Magic | A creation spell gains two of the following benefits.
If it is a Summon creation spell, they gain these additional options. Either they may distribute an additional 1/4th of their ability score total that they have already distributed, or they gain an additional trait for no additional cost that lasts for the duration. |
Curse Magic | Curse Magic cannot have more than 1 benefit on it at a time, and may choose from the following.
|
Healing Magic | Healing Magic cannot have more than 2 benefits on it at a time.
|
Reinforcement Magic | Reinforcement Magic cannot have more than 1 benefit on it at a time. The enhancement will change drastically depending on the nature of the spell.
Ability Enhancement’s advantage and disadvantage being rolled twice alongside the original roll. Body Enhancement adds an additional +2 to any stat being enhanced, surpassing both the score’s maximum and the spell's score limitation. A Smite spell adds either half your Spellcasting modifier or half your proficiency bonus in damage die (both rounded down, whichever is higher). |
Restraining Magic | Restraining Magic cannot have more than 1 benefit on it at a time, and may choose from the following.
|
Seal Magic | Seal Magic cannot have more than 1 benefit on it at a time, and you may choose from the following.
|
Transformation Magic | Your spell becomes undetectable to all sources, including ki and true sight, or if someone tries to decipher if you or an object are using transformation magic, then it looks so convincing that they make all rolls with disadvantage to determine it. |
Trap Magic | Trap Magic cannot have more than 2 benefits on it at a time, and you may choose from the following.
|
Weakening Magic | The Weakenings will change drastically depending on the nature of the spell.
Ability Weakening’s advantage and disadvantage being rolled twice alongside the original roll. Body Weakening adds an additional -2 to any stat being subtracted from. |
- If you wish to use a benefit for a Magic Type that isn’t explicitly stated, discuss with your DM the implication and addition of it.
Limitations[edit]
Other than the other drawbacks of using Dark Mana, Forbidden Magic itself is unable to interact or alter Spirit Magic due to being the opposite of it. It also cannot affect Reincarnation Magic, as it of itself is the highest level of Forbidden Magic. As Forbidden Magic may act as an enhancer, you must state you are using it and what is being enhanced, otherwise it’s invalid. Finally, if two spells fueled by Dark Mana clash, they will invalidate each other and interact with each spell as if it were its regular counterpart.
Tainted by the Devil[edit]
Sometimes dealing with Forbidden Magic may have some unintended effects on an individual's soul. Your soul shall be tainted if you have used Forbidden Magic to physically alter your form, absorbed Dark Mana from a pure Forbidden Spell or a Devil, used a spell enhanced by Forbidden Magic to a level you can never achieve, or using Forbidden Magic more than your proficiency bonus added twice in your lifetime.
Effects[edit]
Your Magic has been affected by the mana of the underworld so in turn, your base spells shall now work better on a Devil. You have an amount of charges equal to your Proficiency Bonus, which may be used when your regular spells clash with Forbidden Magic. By expanding a charge, you can treat the imposing spell as a regular spell. Alternatively, by expanding a charge, you may enhance the power of a spell using the Forbidden Magic system without the restrictions of Dark Mana. You regain charges at the end of a long rest.
Restrictions. While this may seem like a blessing, it’s more of a curse. If you expand a charge, the mana cost of all of your spells will increase by your Spellcasting modifier and a +1 for every charge expanded after that, until your next long rest.
Reincarnation Magic[edit]
Reincarnation Magic focuses on bringing back souls of the dead into new vessels, this is however considered one of the highest forms of forbidden magic.
Requirements[edit]
To even begin reincarnating someone, there are certain requirements that need to be met. The target range for resurrecting someone ranges from those who have been dead for the past 10 days and access to their body, people you personally knew, or a person’s essence or magic. Those who can be resurrected into their original body will heal all fatal inflictions, otherwise they will need a vessel.
Vessel[edit]
A vessel is required to resurrect someone without their original body, this can be done by finding someone of similar appearance. Once the new soul is placed within the vessel, the old soul will fall into a slumber and the vessel’s appearance will change to resemble the resurrected soul's old body, if they were of a different race then they revert to their original race. The newly resurrected will regain their old bodies mana reserves and attributes, unless this new body has higher reserves or the same or similar attribute to your own. For example, if your old body's reserve was your level added 5 times for mana with Scribble Magic, and this new body adds their level 8 times and has Painting Magic, you will inherit the properties of that body.
Nurturing[edit]
Resurrecting someone into a vessel in a short amount of time could cause long-term effects, so sometimes a spell will give the resurrecting soul a new body that is to be nurtured for years until the body is old enough to be taken over. There are a few types of them, all explained below.
- Long-Term Resurrection. This type of reincarnation follows the rules of the Reincarnation Vessel feat. Additionally, the resurrected person has a red mark appear on their face to symbolise they’ve been taken over, the more red the mark is the more completed the resurrection is.
- Short-Term Resurrection. This allows for the immediate resurrection of a soul in a new vessel, while the time taken to reincarnate is reduced by years, they are now instead, inflicted with a Wicked Heart. A wicked heart amplifies one's most negative trait, borderlining on madness. In what ways this affects a character or NPC, is up to the player and GM respectively to decide.
- Wicked Heart. When a reincarnated soul drops to ⅓ of their hit points or below, they are forced to make a Wisdom saving throw with disadvantage, on a success, nothing happens. On a failure, they become Berserk until they are knocked unconscious. Additionally, their magic becomes sinister and they are considered using Dark Mana for all mana-related actions. If their mana attribute is eligible, it becomes a demonic attribute. If an a elf succumbs to the madness, they gain the gain the Deviltouched heritage. You do not acquire this heritage if you are a Hyrbid. Finally, if you have passed the save, any time you take damage while under the threshold, you remake the save.
- Explosive Mana. If you are under the effects of a Wicked Heart and drop to 0 hit points, you may choose to blow up your mana. Upon reaching 0 hit points, you may choose for your mana to envelope you, covering a sphere equal to 10 times your Magic Power in feet. You are in the center of a ball of mana, and after a number of rounds equal to your Magic Power, you will erupt. Once you explode, all creatures within range take a number of d12s equal to your Magic Power, dealing your attributes damage type.
- This can end early if someone successfully hit you with an attack that deals your Constitution score in damage or higher, killing you outright.
Drawbacks[edit]
A devil may use a Reincarnation Spell, but they may not benefit from it. Additionally, if you are resurrected but are tainted by the devil, your interactions become much more passive and quiet until you encounter familiar places, objects or people you knew. Finally, a creature can only be affected by a reincarnation spell twice before their vessel becomes a soulless body, meaning reincarnation magic will no longer work on you and that your current vessel is your last. This also means that dispelling the Reincarnation Spell has no effect on you.
Demonic Attributes[edit]
There are few attributes that when enhanced by forbidden magic, could instead evolve. To do this you must either be a devil, an elf who became Deviltouched, have made a bargain with a devil, become a Devil Host, or have a Wicked Heart.
Your attribute should evolve in a way that is much stronger than a standard attribute enhanced by forbidden magic, work with your DM to determine how your attribute evolves. Some examples include fire and ice magic being able to directly target shadows, light and even invisible concepts, or the action cost of all current light spells may be reduced by one without affecting their natural duration, and adding your Spellcasting modifier in dice to all attacks.
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