Black Magic Gloves: A Must-Have Accessory for Every Magician

By admin

Black magic gloves are a popular and intriguing accessory in the world of fashion. These gloves are often made from black leather or other materials and feature unique designs and embellishments that give them a mystical and enchanting appearance. The term "black magic" may evoke thoughts of mystical and supernatural powers, and by wearing these gloves, one can tap into a sense of power and intrigue. The color black is often associated with mystery and intensity, and these gloves embody these qualities. Many people are drawn to black magic gloves for their edgy and rebellious aesthetic. The gloves can add a touch of mystique and allure to any outfit, making them a favorite choice among those who embrace a darker and alternative fashion style.



Witch Spells

A witch’s magic is dark, rooted in the agony of a sinister curse. But darkness begets darkness, and a witch’s curse begets even greater curses.
New spells on this spell list are marked with an asterisk.

Witch Spell List

Witches can learn spells from the following list when they gain certain levels in their class.

Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Eldritch Orb*
Hocuspocus*
Mage Hand
Message
Minor Illusion
Minor Lifesteal*
Prestidigitation
Produce Flame
Resistance
Spare the Dying
True Strike

1st Level
Accursed Act*
Animal Friendship
Bane
Charm Person
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
Faerie Fire
Flawed Reconstruction*
Hideous Laughter
Hollowing Curse*
Protection from Evil and Good
Psychedelics*
Silent Image
Sleep
Speak with Animals
Thunderwave
Unseen Servant

2nd Level
Animal Messenger
Blindness/Deafness
Calm Emotions
Curse Ward*
Darkness
Detect Thoughts
Enthrall
Hold Person
Intrusive Thought*
Invisibility
Knock
Levitate
Locate Object
Misty Step
Protect Threshold*
Ray of Enfeeblement
See Invisibility
Shatter
Spider Climb
Suggestion

3rd Level
Bestow Curse
Clairvoyance
Counterspell
Curse of Blades*
Dispel Magic
Fear
Fly
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Remove Curse
Ruby-Eye Curse*
Sending
Slow
Speak with Dead
Speak with Plants
Stinking Cloud
Tongues

4th Level
Arcane Eye
Banishment
Black Tentacles
Compulsion
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Phantasmal Killer
Polymorph

5th Level
Contagion
Dispel Evil and Good
Dominate Person
Dream
Geas
Hold Monster
Insect Plague
Mislead
Modify Memory
Pharaoh’s Curse*
Planar Binding
Scrying
Seeming
Telekinesis

6th Level
Corruption Curse*
Demand*
Elemental Curse*
Eyebite
Flesh to Stone
Frenzy*
Guards and Wards
Mass Suggestion
Programmed Illusion
True Seeing

7th Level
Etherealness
Mirage Arcane
Project Image
Plane Shift
Sequester
Symbol
Teleport

8th Level
Antipathy/Sympathy
Dominate Monster
Feeblemind
Glibness
Mind Blank
Power Word Stun

9th Level
Astral Projection
Foresight
Identity Curse*
Imprisonment
True Polymorph
Weird

The gloves can add a touch of mystique and allure to any outfit, making them a favorite choice among those who embrace a darker and alternative fashion style. In addition to their visual appeal, black magic gloves also have practical functions. They offer protection and warmth for the hands, making them a functional accessory for cooler climates or during activities that require hand protection.

Spell Descriptions

The following spells are represented in alphabetical order.

Accursed Act

1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (incense or a black candle)
Duration: Concentration, up to 1 minute
Lighting a candle, you speak dark curses in a lost tongue, directed at one creature you can see within range. That creature must make a Wisdom saving throw or be cursed for the duration. While cursed, the creature takes psychic damage once per turn equal to 1d8 + your spellcasting ability modifier whenever it attacks or casts a spell. If the target doesn’t attack or cast a spell on its turn, it can repeat their saving throw at the end of their turn, ending the effect on a success.
A remove curse spell ends this curse early.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an additional 1d8 psychic damage for each slot level above 1st.

Corruption Curse

6th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
With a piercing glare and a sinister gesture, you send a ribbon of dark magic into a target’s body. A creature you can see within range is cursed for the duration and suffers from one of the following effects of your choice while cursed:
Dull Reflexes. The target has disadvantage on Dexterity checks and saving throws.
Feeble Fortitude. The target has disadvantage on Constitution saving throws and can’t regain hit points.
Weak Will. The target has disadvantage on Wisdom saving throws as well as spell attack rolls.
A remove curse spell cast using a spell slot of 6th level or higher ends this curse early.

Curse of Blades

3rd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Unholy bands of black energy tie a creature to its weapon. Choose a creature you can see within range that is holding a weapon to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. A cursed target can’t willingly drop or stow its weapon. Additionally, whenever it takes the Attack action on its turn, it makes one additional attack using its weapon targeting itself, against its own AC, dealing damage as normal on a hit.
A remove curse spell ends this curse early.

Curse Ward

2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You reach out your hand and touch a willing creature within your reach, raising a smoke-like barrier around it. For the duration, the target has resistance to necrotic damage and can’t be cursed, possessed, or targeted by a hex. Also, its maximum hit points can’t be lowered. If the target is already affected by one of these effects, the effect is suspended until the spell ends.

Demand

6th-level enchantment
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a snake’s tongue and a piece of copper wire)
Duration: Concentration, up to 8 hours
You send a short message of twenty-five words or fewer to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance, and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
You can use this message to suggest a reasonable-sounding course of activity to the target, in which case the target must make a Wisdom saving throw or be compelled to follow your instructions for the duration, as per the suggestion spell.

Eldritch Orb

Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and each other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as much damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Elemental Curse

6th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A spark leaps from your finger to a creature you touch, spreading in bright cracks across its skin. The target must make a Constitution saving throw or be cursed for the duration. While cursed, the target has vulnerability to your choice of acid, cold, fire, lightning, or thunder damage. If the creature has resistance to the chosen damage type, it instead only loses that resistance. If the target has immunity to the chosen damage type, it is treated as having only resistance to that damage.
A remove curse spell ends this curse early.

Flawed Reconstruction

1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a needle and thread)
Duration: Instantaneous
You stitch together the wounds of a willing creature you touch, which regains 4d6 hit points. However, the mending is imperfect, and the target’s hit point maximum is reduced by the same amount until it finishes a long rest. A creature that regains hit points due to this spell will be left with some permanent scars.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.

Frenzy

6th-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of fresh blood)
Duration: Concentration, up to 1 minute
With a gesture, you reduce a crowd to base instinct and violence. Choose a point you can see within range. Each creature within 20 feet of that point must make a Wisdom saving throw. On a failed save, a creature is frenzied for the duration. When a creature is frenzied, it draws a melee weapon, if it has one.
A frenzied creature must use its action at the beginning of its turn to attack a creature within its reach. It uses a melee weapon, if it has one, or an improvised weapon or unarmed strike if it doesn’t. If multiple targets are within the creature’s reach, it chooses its target randomly. If there is no target within the creature’s reach, it attacks itself, against its own AC, dealing damage as normal on a hit.
At the end of its turn, a frenzied creature can repeat its saving throw, ending the effect on itself early on a success.

Hocuspocus

Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
You conjure minor paranormal phenomena and other ominous effects. You create one of the following magical effects within range for 1 minute:

  • You cause all candles, torches, and other open flames to darken and flicker.
  • You create a quiet sound that originates from a point of your choice within range, such as ominous whispers, the drone of insects, or the sound of crying.
  • You create up to four torch-sized spectral, glowing orbs, which float around within range. The orbs do not provide light, apart from a dim glow.
  • You can chill or warm the air in a 10-foot cube by 10 degrees.
  • You cause small, unattended objects to rattle or levitate an inch off the ground.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.

Hollowing Curse

1st-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Tendrils of black mist extend from your fingertips, latching onto a creature and draining its vitality. Choose a creature you can see within range to make a Dexterity saving throw. On a failed save, the target takes 2d6 necrotic damage and is cursed for up to one minute. On a successful save, the target takes half as much damage and is not cursed. While the target is cursed, you can use your action to deal 1d6 necrotic damage to it automatically. The curse ends early if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. A remove curse spell also ends this curse.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial and secondary damage each increases by 1d6 for each slot level above 1st.

Identity Curse

9th-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Until dispelled
You extend a finger to a creature’s temple, who then forgets its own name. Choose one creature you can touch to make a Wisdom saving throw. On a failed save, the target falls unconscious for 1 hour and is cursed to forget its identity. When the target awakens, it loses all its personal memories, though the target retains all of its general knowledge, proficiencies, and other statistics. The target won’t realize it has any class features or special abilities, and so doesn’t willingly make use of them. If left to its own devices, the target will quickly adopt a new name and begin to build a new identity.
A remove curse spell cast using a 9th-level spell slot ends this curse. When this curse ends, the target regains all its past memories.

Intrusive Thought

2nd-level enchantment
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you taking an action
Range: 60 feet
Components: V, S
Duration: Instantaneous
As a reaction when a creature you can see within range uses its action to attack or takes the Dash, Dodge, or Disengage action, you can attempt to distort its thinking. The target makes a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, the creature takes an action of your choice from among those options, instead of the action it intended to take.

Minor Lifesteal

Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You drain life energy from a hostile creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt, which last until you finish a long rest. This spell has no effect on Undead or Constructs.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Pharaoh’s Curse

5th-level necromancy
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Until dispelled
Opening your palm, you release a puff of dust, the pestilence of mummy rot. Choose one creature within range to make a Constitution saving throw. On a failed save, the target is cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 3d6 for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust.
The curse lasts until removed by a spell or magical effect that cures mummy rot. A remove curse spell cast using a spell slot of 5th level or higher also ends this spell.

Protect Threshold

2nd-level abjuration (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (an ounce of salt for each foot of the warded portal’s perimeter)
Duration: 10 minutes
Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal must make a Wisdom saving throw or take 4d6 psychic damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Psychedelics

1st-level illusion
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (a mushroom)
Duration: 1 round
For a moment, the colors around you shift in a rainbow swirl, before coming to rest far from their original hues. Each creature you choose within range must make a Dexterity saving throw. On a failed save, a creature has disadvantage on attack rolls until the end of its next turn. Additionally, the colors of all creatures and objects you choose within range change randomly and remain brightly and unnaturally colored for 1 hour.

Ruby-Eye Curse

3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
A red haze clouds the eyes of a creature that meets your gaze. Choose one creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. A cursed target can see normally out to 5 feet, but is blind beyond this radius.
A remove curse spell ends this curse early.

Witch spell list

Hi friends! I have a few Halloween-ish writing posts lined up for you, and this is the first one! I gathered up this list of magic spells because if you’re writing fantasy or paranormal stories, you might want to work some wizard or witch magic (or “magick”) into the story, whether they are fun, cute spells or deadly serious.

You may have ordinary characters working with spells, charms, and incantations, or the magic may only work for a natural witch, magician, or other person with magical powers. A character may be casting spells for good, for neutral purposes, or for evil—which means you may need to know how to hex someone. In some traditions, a spell intended to cause harm will bounce back on the witch (sometimes by a factor of three!)

To create this list of spells for witchcraft, I drew extensively from ancient magic (including Latin spells, African spells, Celtic magic, Jewish magic, and more), but also from literature, modern Wiccan spells, and popular culture. Before I get into it, though, let’s talk about how to write a spell in a story.

Bllack magic gloves

People often wear black magic gloves as a statement piece, to express their individuality and make a bold fashion statement. These gloves can be paired with various outfits, ranging from casual streetwear to more formal and sophisticated ensembles. They are versatile and can add an extra layer of style and personality to any look. Overall, black magic gloves are a fashionable and intriguing accessory that can add a touch of mystique and enchantment to any outfit. Whether worn for their visual appeal, practical functions, or as a fashion statement, these gloves are sure to captivate attention and spark curiosity..

Reviews for "Black Magic Gloves: A Symbol of Prestige in the Magic Community"

1. Sarah - ★☆☆☆☆
I was really disappointed with the Bllack magic gloves. The material felt cheap and didn't keep my hands warm at all. I wore them outside in freezing temperatures and my hands were still freezing within minutes. The gloves also started to show signs of wear and tear after just a few uses. I wouldn't recommend these gloves to anyone in need of warmth and durability.
2. John - ★★☆☆☆
I bought the Bllack magic gloves because they were advertised as being touchscreen-friendly, but they didn't work as expected. I had to constantly remove the gloves to use my phone, defeating the purpose of having touchscreen gloves. The fit was also quite tight and uncomfortable, making it hard to move my fingers freely. Overall, I found these gloves to be quite disappointing and not worth the price.
3. Lisa - ★☆☆☆☆
I had high hopes for the Bllack magic gloves, but they turned out to be a major letdown. The gloves were supposed to be one-size-fits-all, but they were way too small for my hands. I could barely fit my fingers in them, let alone move them comfortably. The material felt scratchy and uncomfortable against my skin. I ended up giving these gloves away to a friend because I couldn't bear wearing them anymore. I wouldn't recommend these gloves to anyone with average or larger-sized hands.
4. Mike - ★★☆☆☆
I had a lot of issues with the Bllack magic gloves. Firstly, they were not as warm as advertised, so they didn't do a good job in keeping my hands cozy during cold weather. Secondly, the stitching started coming apart after just a few weeks of use. I expected better quality for the price I paid. Lastly, the gloves were not very stretchy, which made it difficult to put them on and take them off. Overall, I was not impressed with these gloves and would not purchase them again.
5. Emily - ★☆☆☆☆
I found the Bllack magic gloves to be incredibly uncomfortable to wear. The material was rough and scratchy, causing irritation to my skin. Additionally, the gloves were not breathable, causing my hands to sweat excessively. The sizing was also off, as the fingers were way too short for my hands. I would not recommend these gloves for anyone looking for comfort and quality.

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