Dark Sorcery: Unveiling Vitaem's Forbidden Magic Spells

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Forbidden magic spells from the vitaem are a unique and intriguing subject. Vitaem, a term derived from Latin, translates to "life force" or "energy." In the realm of magic, vitaem represents the vital energy that permeates all living beings and connects them to the larger universe. It is believed that tapping into this energy allows spellcasters to harness incredible powers, healing capabilities, and even manipulate reality itself. However, not all magic users adhere to the principles of ethical spellcasting. Some individuals delve into the realm of forbidden magic, exploring spells that are taboo due to their dark nature or potential consequences.

Forbidden magic spwlls from the vitaem

Some individuals delve into the realm of forbidden magic, exploring spells that are taboo due to their dark nature or potential consequences. These forbidden spells draw upon the vitaem in ways that corrupt both the caster and the magic itself. One example of a forbidden magic spell from the vitaem is the "Vortex of Souls.

Homebrew "Forbidden" Spells

I decided to try to homebrew a few spells for a campaign I'm running. I hoped to create some more "taboo" spells that were forgotten due to the painful nature of the spells. I had never really homebrewed spells before so I was hoping to get some feedback.

Boil Blood

6th Level Transmutation

Components - V,S,M - (A vial of blood and a pinch of sulfur)

The target’s blood spikes in temperature, causing it to boil them alive from the inside out and inflict indescribable pain on the target. The target must make a CON save vs. your spell DC. If they fail the save, they take 8d8 Fire damage, have disadvantage on attack rolls, and cannot take reactions. If they succeed, they take half as much damage, with no additional penalties. At the start of the target’s next turn, they must repeat the save, taking 4d8 Fire damage (plus aforementioned penalties) on a failed save, or taking half as much on a successful one, with no additional penalties. If an enemy is killed by this damage, they turn into a puddle of boiling goo, as their viscera and bones are liquified. This spell only affects targets that are made of flesh.

Contort

2nd Level Evocation

Components - S,M - (A small twig, which is snapped and consumed after usage)

One of the appendages of your target is twisted and snapped into an uncomfortable and incredibly painful position, which can only be remedied by re-aligning the limb properly. The target makes a CON save vs. your spell DC. If they fail, they take 4d6 Force damage, and one of their limbs is contorted. If you selected an arm, they have disadvantage on attack rolls, and if you selected a leg, their speed is reduced to 0. The target can reverse this by taking an action to re-align their limb. This spell only affects creatures with a corporeal body that has limbs.

Phthisis

7th Level Necromancy

Components - S,M,V - (A rotten piece of fruit, or a moldy piece of bread)

Range - 100 feet

You create a sphere of rot and decay, weakening each living creature within it as decay eats through, skin, muscle and bone, leaving nothing behind. Each creature within a 20 foot sphere centered on a point of your choice must make a CON save vs. your spell DC. If they fail, they take 1d6 points of Strength damage and 1d6 points of Constitution damage, and take 10d8 necrotic damage. On a successful save, they take half as much damage, and suffer no penalty to strength or constitution. The Strength and Constitution can only be restored by a Greater Restoration Spell.

Waking Nightmare (Improved "Phantasmal Killer")

4th Level Enchantment

Components - S,M,V - (A page that contains the written contents of your most recent dream)

Range - 120 feet

Duration - Concentration (Up to 1 minute)

You tap into the mind of your enemy, causing them to see the horrible creatures that their subconscious creates in their nightmares. A creature you can see within range must make a WIS save vs. your spell DC. On a failed save, the target starts to hallucinate and see physical creatures made of their worst fears. They are frightened for the duration, and must make at least one attack at the illusory creatures on their turn if possible. In addition, they take 4d10 psychic damage at the beginning of their turn. They can repeat the save at the end of each of their turns. On a successful save, they take 2d10 psychic damage, and the spell ends.

You create a sphere of rot and decay, weakening each living creature within it as decay eats through, skin, muscle and bone, leaving nothing behind. Each creature within a 20 foot sphere centered on a point of your choice must make a CON save vs. your spell DC. If they fail, they take 1d6 points of Strength damage and 1d6 points of Constitution damage, and take 10d8 necrotic damage. On a successful save, they take half as much damage, and suffer no penalty to strength or constitution. The Strength and Constitution can only be restored by a Greater Restoration Spell.
Forbidden magic spwlls from the vitaem

" This spell, when cast, opens a portal that draws upon the life force of those nearby, trapping their souls within its swirling vortex. The caster gains immense power from these captured souls, but at a great cost. The spell is irreversibly inhumane, leaving victims soulless husks and causing severe damage to the fabric of reality. Another forbidden spell is known as the "Necrotic Resurrection." This spell allows the caster to resurrect the dead, bringing them back to life through the manipulation of vitaem. However, the spell requires a sacrifice of equal life force, resulting in the death of another living being. Furthermore, the resurrected individual is bound to the caster, forced to do their bidding indefinitely. This spell is considered highly unethical and dangerous, as it disrupts the natural order of life and death. Forbidden magic spells from the vitaem are often guarded secrets or forbidden knowledge within magical societies. Their usage is strictly prohibited, punishable by severe consequences such as exile or even death. The reasons behind these prohibitions vary, but the underlying theme is the potential for corruption and imbalance that these spells bring. It is important to note that not all spells utilizing vitaem are inherently forbidden. Many spells harness life force energy for healing, protection, and enhancing personal growth. The key distinction lies in the intention and ethics behind the spellcasting. In conclusion, forbidden magic spells from the vitaem represent a dark and dangerous aspect of spellcasting. These spells tap into the life force energy in ways that corrupt both the caster and the magic itself. Their powers may be tempting, but the consequences and ethical implications make them taboo in magical communities. It is through the understanding and respect for the vitaem that spellcasters must navigate their craft, always mindful of the balance and consequences of their actions..

Reviews for "Secrets of the Unseen: Exploring Vitaem's Forbidden Magic Spells"

1. Jane Doe - 1/5 stars - I was really disappointed with "Forbidden magic spells from the vitaem". The book promised to offer an in-depth exploration of forbidden spells, but it fell flat. The instructions were vague and poorly explained, leaving me confused and frustrated. Additionally, the book lacked any real substance or unique insights. It felt more like a collection of random spells rather than a thoughtful exploration of forbidden magic. I would not recommend this book to anyone looking for a serious and comprehensive guide to forbidden spells.
2. John Smith - 2/5 stars - "Forbidden magic spells from the vitaem" was a letdown for me. The book had a promising premise, but the execution was lacking. The spells featured were simplistic and didn't offer anything new or exciting. Furthermore, the structure of the book was confusing, with no clear organization or progression of difficulty. It felt like a jumble of poorly organized information. Overall, I found this book to be underwhelming and wouldn't recommend it to those seeking a compelling and insightful exploration of forbidden magic.
3. Sarah Johnson - 1/5 stars - I must say, "Forbidden magic spells from the vitaem" was a waste of my time and money. The spells presented in the book were basic and generic, lacking any real creativity or originality. The instructions were poorly written, making it difficult to understand and follow along. The book also didn't provide any context or background on why these spells were considered forbidden, leaving me unsatisfied and confused. I felt that the author missed an opportunity to delve deeper into the subject matter and offer readers a more engaging and informative experience.
4. Michael Thompson - 2/5 stars - "Forbidden magic spells from the vitaem" failed to meet my expectations. The spells described in the book were too simplistic and lacked any real depth or complexity. I was hoping for a more comprehensive exploration of forbidden magic, but instead, I found myself disappointed by the lack of substance. The writing style was also quite dry and uninspiring, making it difficult to stay engaged with the content. Overall, I would not recommend this book to anyone looking for a captivating and informative read on forbidden magic spells.

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