Chapter 1: Getting started.
Dark Magic, contrary to popular belief, is not all pentagrams and puffs of smoke. While such nonsense is usefull for intimidating novices, it will only get you laughed at if you seriously attempt using it in magic. Instead, you will need a few simple things:
-Extensive knowledge of Dark Sorcery. Because so much could go wrong, it is crucial to know everything there is to know about Dark Magic before attempting even the most mundane of spells. Say, for instance, you mispronounced a vowel in a thirteen syllable curse and summoned a giant aardvark. At the moment, culture has not placed much importance on the particulars of giant aardvarks, so you will need to prepare for it by researching and memorizing everything there is to know about anything that could ever possibly be associated with Dark Sorcery.
-A soul. Many advanced curses (not to mention acheiving longevity enough to memorize almost everything there is to know about anything) require relenquishing your soul to eternal tormet, a drawback that tends to put off many aspiring students. Such a thing can easily be avoided by the use of a different soul, usually acheived through trickery. If you cannot find a soul, you can purchase one for very reasonable prices on eBay.
-A magical conductor. All the magic in the world cannot help you if you do not have something through which you can conduct magic. Advanced sorcerers are able to enchant their hands, or even use telekenesis, but beginners require a strong magical conductor, preferably one with magic of its own. Many choose magical staffs, as such things are curiously prolific in any magical area, though some will use crystal orbs, weapons, or even rather stylish magical hats. Often you will develop a fondness for your chosen artifact and keep it well into your days of sorcery, so choose wisely.
-A menacing appearence. The importance of maintaining a good public figure is greater than many expect.
-Evil, obsequious lackeys. Somebody has to do the mundane things like infiltrating enemy governments and making sandwiches.
-Legions of Doom. You can never have enough Legions of Doom.
-A large fortress from which you can hatch evil schemes and construct elaborate enchantments. A common mistake is abandoning strength and security for intimidation factor. Fortresses built near active volcanoes, though sure to ward off the casual passerby, have a tendency to collapse for no good structural reason whenever you are defeated.
The things listed above, while helpfull, will not help you if you are not totally evil and bent on the destrucion of civilization. If you are not, please abandon this book and take a long walk off a short cliff.
Stay tuned for chapter two!