Wisps from the Dark Order are normally drawn to those who yearn for chaos and destruction and will often migrate towards those who commit evil acts such as murder, theft, or lying. There are cases where selfless acts can draw a Wisp from this order to a person but these cases are more out of the ordinary than the norm. Regardless of a person’s internal nature, if you’re able to draw forth a Wisp from the Dark Order you likely know what it’s like to deal with the cruelty and darkness that life can bring forth.
To bond with a Dark Order Wisp, a person must know what it’s like to experience death either on a first hand or second-hand nature. A Dark Order Wisp comes to people who either deal in the art of death for a career or those who are on the brink of death themselves. Dark Order Wisp holders know what it’s like to hold a person as they take their last gasping breath.
The main guiding philosophy of the Dark Order is self-interest. They are driven towards their goals and ONLY their goals. They don’t particularly care who they have to step on in order to achieve those goals. They want power and control over all others. To obtain power, the Dark Order will take it from others by force, and will even go so low as to killing for it. Consumed with the yearning for power, the Dark Order will make the necessary sacrifices, and it will inflict damage upon itself and others if it has to, as long as that means it is able to obtain the power.
Dark singles out the weak, honing in on them, trapping them and using the weakness to their advantage. The methods of Dark are of conniving and ill-intention.
If you do happen to bond with a Dark Order Wisp, you must be ready to deal with the darkness that is life itself. Everyone who carries a Dark Order Wisp must deal with the fact that they are now harbingers of darkness even if they don’t consider themselves particularly evil or have a sunny disposition, this family of Wisps tend to bring about more harm than good in one form or another.
Dark Order General Spell Types
- Death blows
- Spreading miasma
- Draining life from others
- Resurrecting the dead
- Demon summoning
One of the rarest and most powerful of all Spell Casters, Death Gazers have the ability to kill any living being simply by making eye contact with them. This is a most powerful and devastating spell craft, which causes most people to flee in terror if they are ever unfortunate enough to come across a Death Gazer. No one has ever shown themselves to be immune to the death glance of a Death Gazer, and it’s possible that no one ever will. Death Gazers must be able to make extended eye contact with a victim in order to kill them, and not break their gaze. This is achieved as once a Death Gazer has made eye contact, the victim is unable to look away. Beyond killing people with a glance, Death Gazers can conduct many other spells, which include being able to strike fear into targets, create weapons made of negative energy, and cause opponents to go mad. Because of their deathly abilities, Death Gazers usually rise to leadership roles amongst the unruly, and they find themselves becoming the leaders of criminal gangs and cults. It is worth nothing that Death Gazers have complete control over their death gaze, and they can choose when and where to use it. With a first stage Wisp, it takes longer for the death stare to take effect once the Death Gazer has locked eyes with a victim, and the Death Gazer can cast this spell only from a relatively short distance from their victim. With a second stage Wisp, the Death Gazer’s abilities grow, and they are now able to kill with a stare in a shorter amount of time, and the distance from which they can do so increases. With a third stage Wisp, the Death Gazer becomes frightful indeed, as now they can kill an opponent in only a manner of seconds, and the distance from which they can do this increases greatly. In addition, their death stare isn’t limited to just one victim at a time, at this level the Death Gazer can kill multiple people at once, as long as the victims remain looking in the eyes of the Death Gazer.
Necromancers deal with the revival of the dead in any way, shape, and form. This includes reviving corpses into mindless zombies, resurrecting skeleton minions, sewing the parts of multiple corpses into one giant abomination creature, speaking with the recently deceased to gain information, and even summon ghosts and other foul spirits. All of these resurrected creatures and others, are completely subservient to the Necromancer. In addition, Necromancers also have the ability to leave their physical bodies and become spirits themselves, and then enter the “land of the dead”, formally known as the Underose. When in the Underose, their powers are amplified, and they can do many dark deeds within that realm. Though Necromancers can do many things involving the dead, the one thing they can’t do is summon dead bodies from nothing. In order to revive a zombie, skeleton, abomination, ghoul, or whatever other foul creature, the Necromancer must have access to an actual dead coupse first. For this, many Necromancers have what is called a hearse wagon. Within these wagons, Necromancers pile up corpses which they come across on their travels, thus always having access to corpses whenever they need them. With a first stage Wisp, Necromancers can ressurect many types of foul creatures, but there’s a limit to the number of creatures they can resurrect at a time, and the revived creatures can remain conscious for up to only an hour a day. With a second stage Wisp, the Necromancer’s powers grow fouler, and they are now capable of resurrecting an increased number of creatures, and these can last for up to several hours a day. With a third stage Wisp, Necromancers reach their peak, and they can resurrect an entire army of undead creatures, which can last upwards to an entire day.
Possesing Wisps are unique not only among Dark Order Wisps, but of all Wisps as a whole. What makes them so unique is that these Wisps are the only ones capable (and willing) to possess and completely takeover a host, as opposed to benefiting from a mutual relationship with them. Also known as “rogue Wisps”, Possessing Wisps do as they desire, and when they phase into the material realm, they find and takeover a host, making the host completely subservient to them. When under possession, the host must do whatever the Wisp commands, which are usually various acts of evil. In addition, if the possessed host happens to already have an additional Wisp or Wisps, then those Wisps fall under the control of the Possessing Wisp as well. After 3 days of being possessed, the host then dies, and the Possessing Wisp then moves on to overtake it’s next victim, and the process repeats itself. With that being said, there are rare occasions where Possessing Wisps try to takeover a host, but the host is able to resist the possession! Though it is extremely hard, a strong willed individual is capable of opposing the possession, in which case that victim now becomes host to the Possessing Wisp, and the host becomes a Spell Caster known as a Possesser. As Possessers, these Spell Casters now gain control over the Wisp, and they can now possess other people. When a victim is possessed, the Possesser can command their victim to do whatever they desire. With a first stage Wisp, the Possesser is capable of possessing only a single target within their vicinity, and this possession period can only last up to an hour a day. With a second stage Wisp, the Possesser’s powers increase, and they can now possess up to 5 victims at a time, the vicinity increases, and the possession period can last up to several hours a day. With a third stage Wisp, the Possessor becomes all powerful, as they can now possess up to 10 targets at a time, the vicinity in which they can do this increases even further, and the possession over the victims can last upwards to a whole day.
Putrefiers have the ability to spread poison, rot, and disease with a single touch. Bringers of filth, they cause misery and decay wherever they go. Putrifieers are capable of spreading many types of poison, which they can use in various ways, such as dowsing melee weapons and projectiles with poison, and blasting poison from their hands in the forms of liquid or gas. Similarly, their abilities to produce various diseases is widespread, as they are capable of conjuring many types of disease. In terms of rotting, Putrifiers can cause any living organism to rot away in a rapid pace, this includes living organism such as humans, humanoids, and animals, and also any and all plant life. At higher levels, Putrifiers can emanate foulness from their bodies, and even cause widespread epidemics. It is worth mentioning that just as Putrifiers can cause poison, rot, and disease, they are also capable or eliminating such things, which means they are able to cure poisoned and sick individuals, if they wish to do so. With a first stage Wisp, a Putrefier can cast various poison and rot based spells, but their power is limited and the effects of those spells can only last up to an hour a day. With a second stage Wisp, the Putrifier strengthens, and they can now conduct more potent poisonous and rotting spells that are able to last longer, and are also able to spread further. With a third stage Wisp, a Putrifier becomes a force to be reckoned with, as at this stage they are capable of casting the most potent of spells, and they gain the ability to spread disease. In addition, they become so versatile with their spells at this level, that they are capable of causing a widespread rain of poison to fall from the sky, causing the flesh to melt off of any living being unfortunate enough to be caught in the vicinity of the poisonous rain.
Shadowmancers feel most at home within darkness. When coming into contact with any type of natural shadow, be it on a small or large area, Shadowmancers are practically godlike, as they have complete control and domination over the shadows. With these powers, this Spell caster is able to literally enter shadows, becoming one with the shadows, able to travel freely within them. Other types of shadow based spells include being able to create shadow minions, create shadow tentacles, pull victims in to the shadows, create shadow floor traps, and many other things. Since shadows are basically formless, they are as clay in Shadowmancers hands, and they can be manipulated and molded in any which way the Shadowmancer desires. Because of their mastery over the shadows, they make excellent spies and information brokers, as they can remain completely undetected by others as long as they remain within the shadows. However a Shadowmancer’s powers are limited at best if there are no shadows of any kind being cast in their immediate area. With a first stage Wisp, a Shadowmancer can cast various shadow based spells, but their power is limited, and the effect can only last upwards to an hour a day. With a second stage Wisp, the Shadowmancer’s powers intensify, and they can now conduct stronger shadow based spells, and can remain within the shadows and manipulate them for longer periods of time. With a third stage Wisp, Shadowmancers become most powerful, as they are now able to have complete control over the shadows. At this stage, what they can do to shadows is practically limitless. At this level they can conduct many various shadow based spells, and they can do so for up to an entire day. In addition, at this stage the Shadowmancer gains the ability to create shadowy areas in places that have no shadows within them.
Summoners are among the most powerful of all Spell Casters. They have the ability to summon a wide range of creatures, which include demons, monsters, and other foul beasts of negative nature. However summoned creatures are not created out of thin air, they are literally magically “taken” from wherever around the world they happen to be standing at the moment they are summoned. Summoners are not capable of just summoning these beings freely, they must conduct a ritual beforehand. First, they must create a small pool of black liquid known as a Waste Pool. These pools are created from a black, bubbling, tar-like substance, which the Summoner obtains from their Wisp. These pools are only just a few feet in length and diameter, and our set on the ground in front of the Summoner. Once the Waste pool is created, the Summoner then must chant a specific sequence of words and phrases, depending on the type of creature they wish to summon. After the Summoner recites the correct chant, the summoned being will suddenly appear by crawling out of the Waste Pool. As the creature crawls out from within the Waste Pool, the Summoner must then attempt to hypnotize the creature, in order to gain control over it. However sometimes the summoned beast will have enough willpower to resist the hypnosis attempt of the Summoner and will attack indiscriminately. With a first stage Wisp, the Summoner can only summon up to one careature at a time, which can only last up to an hour a day. At the end of an hour, if the creature is still alive, it will suddenly disappear and then reappear in the original place it was standing in prior to being summoned. With a second stage Wisp, the Summoner’s powers increase, and they are now able to summon up to 10 creatures at a time, for longer periods of time. These summoned creatures can also be larger in size than the previous summoned creatures. With a third stage Wisp, the Summoner is at their most powerful, and they can now summon up to 50 various creatures, which can last up to an entire day. At this stage, the summoned creatures can be of the most giant of sizes. In addition, Summoners at this level can now even summon other humans and humanoids!