Continuing from my last post because I'm too fucking tired to link them together, magic is super cool because of all the flashing lights, the smoke and mirrors, but dark fantasy doesn't exactly touch on... what happens when magic goes wrong.
Sigil magic is intricate and precise symbols that pull the magic of the world into a centralised area, and sigils carved into the skin use the magic of the person or creature as a pylon, so why don't we see what happens when a sigil is done improperly? Let's say a protection stave, it's carved into someone's domain, but they failed to cut in a millimetre deeper on a linking sigil. This draws the magic into the sigil and starts a corruption, and the next time someone walks through that stave, their flesh begins to tear and flay as the immobilisation it should push down on intruders turns into pulling the person apart. It's such a delicate magic, and people are really fucking dense sometimes, so it'd make logical sense they'd inscribe a sigil incorrectly.
Onto magics that move away from the elements, let's say, uh... um... okay, fine, I'll do necromancy. Necromancy, the art of death and controlling the darkness, a rather unstable form of the arcane arts. Necromancers usually put their magic into an object to prevent complete and utter instability of their spells, like a staff, knife, or ring, and this allows them to pull off amazing feats, but why? The simplest fact of necromancy, especially the unfiltered kind, is that it's unstable and not exactly the most... easy to control, so casting necromancy with living flesh causes... problems. Necromancers of old looked like shambling corpses sustained by their power, and this brought on the Liches and Necrotics (more on them later, if thou doth wish it) to preserve their power and flesh, even if it may look a bit... okay, a bit disgusting and falling off the bone, but what of the spells they cast? Little thing about the death magic, it can reanimate flesh, but it can't reanimate how it used to... fit together. Most necromancy-revived zombies (if you really must use the word) are stuffed inside suits to prevent them from losing shape and turning into what basically surmounts into an ever-growing puddle of goo. If you want to kill this thing, best use sigils or enchantments to decay the flesh and fray the residual magic left within it, and soon it'll be nothing more than petrified dust in a rather smelly suit of armour. But, if you decide to attack it how you would Living Armour, prepare for the arm you cut of to be regrown at twice the size with a lot more writhing flesh and eyes poking out from every which way. At that point, we suggest fire.
This outlines small parts of this world I guess I'm making now, but I want to go further. If I feel inclined, I'll talk about witches, and all the horrid curses those hags can make (Not Hags, those are different)