Diabolist
Promises of swift and easy power seduced you to studying the Dark Arts. Before you knew what was happening, it had enfolded you in its corrupting embrace. How did you come to the darkness? Perhaps you found an old grimoire and became enamored with what you learned from its pages. A desperate bargain with a fiend could have opened the door to black magic, but so too could a cult, an encounter with something demonic, or an evil as ancient as—or even older than—the world.
The Dark Arts stained you to the point that you fear you are becoming a monster. You’re not so far gone, however, that you cannot still do some good in the world. It might just be that using evil to fight evil could help you escape the fate your research has earned you.
Level 7 Diabolist
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Dark Arts, Spells: One master
Dreadful Temptation (Magical): If you fail a d20 roll, you can use this talent to reroll the d20, but you must use the second result. If the second roll is a success, you gain 1 corruption (to a maximum of half your level). If the second roll is also a failure, you become stunned until the end of your next turn. You keep corruption tokens until after you rest.
You make luck rolls with a number of banes equal to the amount of corruption you have accumulated, but your spells and magical effects deal extra damage or cause additional loss of Health equal to twice that number.
Once you use this talent, you lose access to it for 1 minute. At level 10, you can use this talent as often as you like.
Level 8 Diabolist
Health: +6
Spells: One master
Agonizing Magic (Magical): When you harm a creature using magic and you have at least 1 corruption, the target also becomes Strength impaired until the end of your next turn.
Weight of Wickedness (Magical): You become vulnerable while you have at least 1 corruption, but you make Intellect and Will rolls with 1 boon.
Level 10 Diabolist
Health: +6
Spells: One master
Forbidden Magic: Whenever you produce a magical effect to harm one or more creatures while you have 4 corruption or more, one creature takes an extra 4d6 damage or each creature takes an extra 2d6 damage. If the effect causes any target to lose Health, the target becomes weakened until the end of your next turn instead of taking extra damage. Finally, if the effect causes a target to become incapacitated, it dies in a messy and disgusting manner. Each creature within 5 yards of it makes a Will roll. On a success, a creature becomes immune to this aspect of this talent for 24 hours. On a failure, the creature becomes frightened of you (luck ends).
Marked by Darkness (Magical): The burden of your corruption produces additional effects. Enemies that can see you roll against your Defense and Agility with 1 bane unless they are immune to the frightened affliction. In social situations, strangers are hostile to you. Finally, you cannot benefit from effects created by Invocation spells.