deshrimp
2007-08-22, 10:59 PM
Hey everybody. I come to you again, this time with a black mage class. So without further ado, here it is. The Black Mage class
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BLACK MAGE
“Ooops,” exclaimed a blue robed man wearing a yellow pointed hat. The building in front of him had just, for lack of a better word, vanished. Onlookers stood in shock as their elder’s house, along with the elder vanished in what appeared to be a flash of fire and light. “I can fix this.” He said as he began to cast another spell. This time, not only did he cause more fire-like flashes of light, but he managed to cause the rest of the village to disappear as well. As the last of the villagers began to vanish, he could hear the mage exclaim again, “Oops.”
Adventures: Black Mages adventure for many reasons, but most adventure seeking greater magical power. Most black mages that are found adventuring are usually seeking money or are seeking powerful magical spells.
Characteristics: The headaches of the arcane world, the Black Mages are an order known equally for their desire, need, and love of raw magical power, as well as their lack of restraint. While not necessarily evil, it is true that there are very few lines that a black mage won’t cross. The driving force behind a Black Mage’s personality is his curiosity. They are fascinated by all forms of magic, and will go to just about any length to make the latest discovery. Anyone who knows a Black Mage also understands that when they say “Oooops.”, or “Ooooo! That’s neat!” you had better run for the hills….and pray you make it.
Training takes place at the Black Citadel, the main school for those wishing to enter the ranks of the Black Mages. During the few years at this institution, a potential mage learns the ins and outs of the essence of, the use of, and the execution of magic. It is not unheard of for the training to take place in different dimensions, so as to not mistakenly cause too much destruction to the world. Even through this extensive training, a Black mage doesn’t fully learn how to control this power, causing his abilities to become somewhat unpredictable. (Similarity to Hogwarts from Harry Potter is a coincidence.)
Religion: Black mages usually don’t follow or pray to any deity, however, if they do, they tend to follow a god of magic, power, or destruction.
Background: Black mages first appeared in the early years of magic when wizards and sorcerers first desired to use magic for complete destruction. They learned that evocation and conjuration magic was best suited for this type of destruction. Within a few years these first black mages were hunted to stop their terror. Eventually some Lords and kings began to seek their power for war, leading to a gathering of some of these Mages. They began to realize that their power could be sold and even more so, be used to rule. So the Black Citadel was founded to train those who also wanted to use such power. Now the power is regulated by those in charge of the Citadel to make sure that their power isn’t used to recklessly.
Races: Many races follow the way of a black mage, but the most common are the humans, elves, and gnomes.
GAME RULE INFORMATION
Black Mages have the following game statistics.
Abilities: Intelligence determines how powerful a spell a Black Mage can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). A high Dexterity score is helpful for a black mage, who typically wears little or no armor, because it provides him with a bonus to Armor Class. A good Constitution score gives a black mage extra hit points, a resource that he is otherwise very low on.
Alignment: Any Chaotic.
Hit Die: d4.
Class Skills
The Black Wizard’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (int), Intimidate (Cha), Knowledge (arcane) (int), Knowledge (the planes) (int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points per Level: 2 + Int modifier.
Skill Points at 1st level: (2 + Int Mod) * 4.
CLASS FEATURES
All of the following are class features for the Black Mage Class.
Weapon and Armor Proficiency: Black Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a black mage’s movements, which can cause his spells with somatic components to fail.
Spells: A black mage casts arcane spells (the same type of spells available to wizards, sorcerers, and bards), which are drawn from the sorcerer/wizard spell list (page 192 PHB). He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). He can however choose to prepare a spell before hand to apply metamagic feats without having to increase the casting time.
To learn, prepare, or cast a spell, the black mage must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a black mage’s spell is 10 + 1/2 caster level (after unpredictable) + the black mage’s Intelligence modifier. (Its caster level due to the unpredictable nature of the spells.)
Like other spellcasters, a black mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table B-1: The Black Mage. In addition, he receives bonus spells per day if he has a high Intelligence score.
Like a wizard, a black mage may know any number of spells (see Writing a New Spell into a Spellbook, page 179 PHB). He must get a good night’s sleep and spending 1 hour studying his spellbook in order to cast any of his spells. While studying, the black mage decides which spells to prepare, if any (see Preparing Wizard Spells, page 177 PHB).
Bonus Languages: A black mage may substitute Draconic for one of the bonus languages available to the character because of her race. Many ancient tomes of magic are written in Draconic, and apprentice black mages learn it as part of their studies.
Spellbooks: A black mage must study his spellbook each day to prepare his spells (see Preparing Wizard Spells, page 177 PHB). He cannot prepare any spell not recorded in his spellbook, except for read magic which all black mages can prepare from memory, and spells he selects with the Arcane Ability spell specialization.
A black mage begins play with a spellbook containing all 0-level black mage spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the black mage has (see Table 1–1: Ability Modifiers and Bonus Spells, page 8), the spellbook holds one additional 1st-level spell of your choice. At each new black mage level, he gains two new spells of any spell level or levels that he can cast (based on his new black mage level) for his spellbook. These new spells must be from the evocation and/or conjuration schools.
For example, when a black mage attains 5th level, he can cast 3rd-level spells. At this point, he can add two new 3rd-level spells to his spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a black mage can add spells of the evocation, conjuration, and any non-black magic study ability school found in other spellbooks to his own (see Adding Spells to a Wizard’s Spellbook, page 178 PHB).
Black Magic: Black Magic is a focus on destruction and damage spells, usually by control of elements. A Black Mage begins play knowing only spells from the evocation and conjuration schools. Since this specialization is near absolute the black mage gains a +2 bonus on Spellcraft checks to learn the spells of the conjuration and evocation schools. He can also prepare one additional spell of the evocation or conjuration school per spell level each day. (He must choose either evocation or conjuration at 1st level and cannot change it later. He may only cast the extra spell from that single school.)
Spells of the any other schools are not available to the black mage, and he can’t even cast such spells from scrolls or fire them from wands. He may not change this specialization later. The exception to this is if he chooses the Non-black magic study Arcane Ability.
Scribe Scroll: At 1st level, a black mage gains Scribe Scroll as a bonus feat. This feat enables him to create magic scrolls.
Spell Thematics: At 2nd level, a black mage has learned how to fine tune his spells to his own persona. He gains Spell Thematics as a bonus feat even if he does not meet the requirements (can be used without meeting requirements).
Bonus Feats: At 6th, 12th, and 18th level, a black mage gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The black mage must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets every three. The black mage is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Unpredictable (1d4, 1d6, 1d8): A Black mages power is so unrefined, even with the years of training they receive, that their power is unpredictable. As his power grows, so does that unpredictability. A side effect to the unpredictability of the Black Mage is that with great power comes an even greater misfortune.
From 5th level on, a black mage permanently reduces his caster level by 2 for all spells that he casts. However, every time he casts a spell, he rolls 1d4 and adds the result to his caster level. For example, a 5th level black mage would cast his spells at a base caster level of 3, not 5. However, his actual caster level would vary from 4 to 7.
At 11th level, his unpredictability also increases. He permanently reduces his caster level by 3 for all spells that he casts. He now rolls a 1d6 and adds the result to his caster level. For example, an 11th level black mage would cast his spells at a base caster level of 8, not 11. However, his actual caster level would vary from 9 to 14.
At 17th level, a black mage is even more unpredictable. He reduces his caster level by 4 and now rolls a 1d8 and adds the result to his caster level. For example, a 17th level black mage would cast his spells at a base caster level of 13, not 17. However, his actual caster level would vary from 14 to 21.
Ooops Factor:
BackFire: Every time the black mage attempts to cast a spell, there is a chance that it will backfire. Roll a d20 everytime you cast a spell, on a critical failure, (a roll of 1 on a d20), the spell itself explodes into an ball of raw magical energy dealing 1d6 damage per spell level to everything (including the black mage) within an area of 5ft + 5ft/2 caster levels radius sphere, centered on the caster. Also everyone except the black mage is forced to the edge of the blast (no save). The Black Mage cannot willingly fail the roll. Everyone caught within the blast, except for the Black Mage, makes a Ref Save DC 10 + (modified) caster level + Int Mod for half damage. The spell is wasted if a nat 1 is rolled and the black mage may not cast spells for 1d4 rounds.
Overload: Every black mage is known for thier great power. On a roll of 20 for the Ooops Facter roll, a Black Mage overloads the spell. His Caster level becomes maxed and he gains his int mod to all variables of the spell, including DC. This addition can increase any variable past its maximum.
NOTE:
* All spells that have caster level variables with maximums are not increased past this maximum regardless of his Unpredictable caster level. Unless modified by the overload ability.
* Also Spells cast from a scroll or other magic device are not affected by his Unpredictable ability. It is however, applied to all items he makes.
* If the Black Mage attempts to creates a magic item or scroll, He must still roll the ooops factor roll. If he fumbles, the attempt and spell slot is wasted.
* If the Black Mage attempts to creates a magic item or scroll and rolls a nat 20, the time, cost, and XP costs are halved, and the spell slot is not used up.
Arcane Ability: On attaining 5th level, and at every five levels thereafter (10th, 15th and 20th), a black mage gains an arcane ability of his choice from among the following options
Bonus Feat: A black mage may gain a bonus feat (PCs choice) in place of an arcane ability. This can only be taken once
Non Black Magic Study: The Black Mage may choose a different school of spells from which he may learn spells. When choosing this ability, you do not obtain any spells from the new school.
Prerequisites: Must spend one week studying the school from another mage.
Evasion (Ex): A black mage can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the black mage is wearing padded armor or no armor. A helpless black mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
[Flavor] Black Mages who don't learn to dodge explosions, nameless things from other worlds, strange eldritch magics, mage-killers, and point-blank crossbow bolts to the head fired by upset villagers, don't last very long.
Angry Casting: The Black Mage becomes enraged and begins to cast with anger and resentment. The black mage gains a +4 concentration check to cast a spell, and the DC for that spell increases by 2. The black mages AC is decreased by 4. This lasts until for 1d4+ 1 (for every previous challenge that day) rounds. The Angry Casting begins on the black mages next round. The bonuses and penalties stack with any other bonus or penalty. This ability may only be taken once.
Special: When in this state, a black mage becomes focused on the single (or group) that provoked or challenged his power. He may only attack that single creature (or group) until the 1d4 rounds have expired.
Prerequisites: Must have been actively provoked or had their power challenged at least 3 times before.
NOTE: Provoking or Challenging refers to the verbal or somatic action that actually refers to the Black Mage's power. Or If you want (DM Approval), allow aggravation different ways.
[Flavor] Black Mages are quick to anger when provoked.
Familiar: A black mage can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The black mage chooses the kind of familiar he gets. As the black mage advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the black mage, the black mage must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per black mage level; success reduces the loss to one-half that amount. However, a black mage’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. For example, suppose that Hennet is a 3rd-level black mage with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level (see the Dungeon Master’s Guide for rules for losing levels). A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time
Prerequisites: Black Mage Level 5.
Black Magic Counter: When counterspelling, you may use an evocation or conjuration spell that is one or more spell levels higher than the target spell.
Normal: Without this ability, you may counter a spell only with the same spell, with a spell specifically designated as countering the target spell, or with one of the same school.
Also, his Unpredictable caster level still applies. (must make an Unpredictable roll every time he attempts a counterspell.)
Prerequisites: Improved Counterspell. Black Mage level 10
Avid Learner: The time and costs required for the Black Mage to learn a new spell from the evocation, conjuration or Non Black Magic Study schools by researching is halved (XP costs are not halved). This ability may only be taken once.
Prerequisites: Researched 15 evocation, 15 conjuration spells
Improved Black Magic: The Black Mage gains the Empower Spell feat for free even if he doesn’t meet the requirements. For all caster level variables add or subtract the Unpredictable amount first, then empower it. Example: A 10th level black mage casts an empowered fireball, dealing 10d6 damage, however, his unpredictable level is at -2, so he would do 8d6 damage plus the empowered 1.5x damage.
Prerequisites: Spell Focus, Black Mage level 10
Greater Black Magic: A Black Mage decreases the spell slot of an empowered spell by 1. Thus an empowered spell only requires a spell slot one level higher. This ability does not remove the unpredictable variance on the empowered spell.
Prerequisites: Spell Focus, Greater Spell Focus, Improved Black Magic, Black Mage level 15
Magical Infusion: At 20th level, a Black Mage becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the Black Mage’s creature type was) for the purpose of spells and magical effects. Additionally, the Black Mage gains Spell Resistance 10 + class level + Int mod. Unlike other outsiders, the Black Mage can still be brought back from the dead as if he were a member of his previous creature type.
Table B-1: Black Mage
LVL BAB FORT REF WILL
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12Table B-2: Abilities
LEVEL SPECIAL
1 BLACK MAGIC, SCRIBE SCROLL, OOOPS FACTOR
2 SPELL THEMATICS
3
4
5 ARCANE ABILITY, UNPREDICTABLE 1D4
6 BONUS FEAT
7
8
9
10 ARCANE ABILITY
11 UNPREDICTABLE 1D6
12 BONUS FEAT
13
14
15 ARCANE ABILITY
16
17 UNPREDICTABLE 1D8
18 BONUS FEAT
19
20 ARCANE ABILITY, MAGICAL INFUSIONTable B-3: Spells Per Day
lvl 0 1 2 3 4 5 6 7 8 9
1. 3 1 - - - - - - - -
2. 4 2 - - - - - - - -
3. 4 2 1 - - - - - - -
4. 4 3 2 - - - - - - -
5. 4 3 2 1 - - - - - -
6. 4 3 3 2 - - - - - -
7. 4 4 3 2 1 - - - - -
8. 4 4 3 3 2 - - - - -
9. 4 4 4 3 2 1 - - - -
10. 4 4 4 3 3 2 - - - -
11. 4 4 4 4 3 2 1 - - -
12. 4 4 4 4 3 3 2 - - -
13. 4 4 4 4 4 3 2 1 - -
14. 4 4 4 4 4 3 3 2 - -
15. 4 4 4 4 4 4 3 2 1 -
16. 4 4 4 4 4 4 3 3 2 -
17. 4 4 4 4 4 4 4 3 2 1
18. 4 4 4 4 4 4 4 3 3 2
19. 4 4 4 4 4 4 4 4 3 3
20. 4 4 4 4 4 4 4 4 4 4
New Feats
THIS SECTION IS NEW
FOCUS [METAMAGIC]
You are able to focus your energy better allowing greater power with your spells
Benefit:By spending a full round action to focus your powers, He must make a concentration check DC 15 + spell level to avoid an Attack of Opportunity, you can alter the results of your unpredictability for 6 rounds. This allows you to reroll your Unpredictable roll for the next 6 rounds (if you so choose). You must take the result of the second roll, even it if is worse.
Normal: Without this feat, you cannot focus your power
Prerequisite: Unpredictable 1d4, Spell Focus (any school)
GREATER FOCUS [METAMAGIC]
You are extremely adept at focusing your energy allowing you to greatly increase your spells.
Benifit: After becoming focused, a black mage may spend a second full round action to greater focus his powers. He must still make a concentration check DC 15 + spell level to avoid an Attack of Opportunity. The black mage can further alter the results of your unpredictability for 4 rounds. This allows you to reroll your Unpredictable roll for and additional 2 rounds (if you so choose), and take the better of the two rolls during all remaining focused rounds.
Also as a bonus effect of the Greater Focus feat, the black mage may reroll his Ooops Factor roll once during the Greater Focused state.
Prerequisites: Unpredictable 1d6, Focus, Spell Focus (any school)
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BLACK MAGE
“Ooops,” exclaimed a blue robed man wearing a yellow pointed hat. The building in front of him had just, for lack of a better word, vanished. Onlookers stood in shock as their elder’s house, along with the elder vanished in what appeared to be a flash of fire and light. “I can fix this.” He said as he began to cast another spell. This time, not only did he cause more fire-like flashes of light, but he managed to cause the rest of the village to disappear as well. As the last of the villagers began to vanish, he could hear the mage exclaim again, “Oops.”
Adventures: Black Mages adventure for many reasons, but most adventure seeking greater magical power. Most black mages that are found adventuring are usually seeking money or are seeking powerful magical spells.
Characteristics: The headaches of the arcane world, the Black Mages are an order known equally for their desire, need, and love of raw magical power, as well as their lack of restraint. While not necessarily evil, it is true that there are very few lines that a black mage won’t cross. The driving force behind a Black Mage’s personality is his curiosity. They are fascinated by all forms of magic, and will go to just about any length to make the latest discovery. Anyone who knows a Black Mage also understands that when they say “Oooops.”, or “Ooooo! That’s neat!” you had better run for the hills….and pray you make it.
Training takes place at the Black Citadel, the main school for those wishing to enter the ranks of the Black Mages. During the few years at this institution, a potential mage learns the ins and outs of the essence of, the use of, and the execution of magic. It is not unheard of for the training to take place in different dimensions, so as to not mistakenly cause too much destruction to the world. Even through this extensive training, a Black mage doesn’t fully learn how to control this power, causing his abilities to become somewhat unpredictable. (Similarity to Hogwarts from Harry Potter is a coincidence.)
Religion: Black mages usually don’t follow or pray to any deity, however, if they do, they tend to follow a god of magic, power, or destruction.
Background: Black mages first appeared in the early years of magic when wizards and sorcerers first desired to use magic for complete destruction. They learned that evocation and conjuration magic was best suited for this type of destruction. Within a few years these first black mages were hunted to stop their terror. Eventually some Lords and kings began to seek their power for war, leading to a gathering of some of these Mages. They began to realize that their power could be sold and even more so, be used to rule. So the Black Citadel was founded to train those who also wanted to use such power. Now the power is regulated by those in charge of the Citadel to make sure that their power isn’t used to recklessly.
Races: Many races follow the way of a black mage, but the most common are the humans, elves, and gnomes.
GAME RULE INFORMATION
Black Mages have the following game statistics.
Abilities: Intelligence determines how powerful a spell a Black Mage can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). A high Dexterity score is helpful for a black mage, who typically wears little or no armor, because it provides him with a bonus to Armor Class. A good Constitution score gives a black mage extra hit points, a resource that he is otherwise very low on.
Alignment: Any Chaotic.
Hit Die: d4.
Class Skills
The Black Wizard’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (int), Intimidate (Cha), Knowledge (arcane) (int), Knowledge (the planes) (int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points per Level: 2 + Int modifier.
Skill Points at 1st level: (2 + Int Mod) * 4.
CLASS FEATURES
All of the following are class features for the Black Mage Class.
Weapon and Armor Proficiency: Black Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a black mage’s movements, which can cause his spells with somatic components to fail.
Spells: A black mage casts arcane spells (the same type of spells available to wizards, sorcerers, and bards), which are drawn from the sorcerer/wizard spell list (page 192 PHB). He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). He can however choose to prepare a spell before hand to apply metamagic feats without having to increase the casting time.
To learn, prepare, or cast a spell, the black mage must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a black mage’s spell is 10 + 1/2 caster level (after unpredictable) + the black mage’s Intelligence modifier. (Its caster level due to the unpredictable nature of the spells.)
Like other spellcasters, a black mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table B-1: The Black Mage. In addition, he receives bonus spells per day if he has a high Intelligence score.
Like a wizard, a black mage may know any number of spells (see Writing a New Spell into a Spellbook, page 179 PHB). He must get a good night’s sleep and spending 1 hour studying his spellbook in order to cast any of his spells. While studying, the black mage decides which spells to prepare, if any (see Preparing Wizard Spells, page 177 PHB).
Bonus Languages: A black mage may substitute Draconic for one of the bonus languages available to the character because of her race. Many ancient tomes of magic are written in Draconic, and apprentice black mages learn it as part of their studies.
Spellbooks: A black mage must study his spellbook each day to prepare his spells (see Preparing Wizard Spells, page 177 PHB). He cannot prepare any spell not recorded in his spellbook, except for read magic which all black mages can prepare from memory, and spells he selects with the Arcane Ability spell specialization.
A black mage begins play with a spellbook containing all 0-level black mage spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the black mage has (see Table 1–1: Ability Modifiers and Bonus Spells, page 8), the spellbook holds one additional 1st-level spell of your choice. At each new black mage level, he gains two new spells of any spell level or levels that he can cast (based on his new black mage level) for his spellbook. These new spells must be from the evocation and/or conjuration schools.
For example, when a black mage attains 5th level, he can cast 3rd-level spells. At this point, he can add two new 3rd-level spells to his spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a black mage can add spells of the evocation, conjuration, and any non-black magic study ability school found in other spellbooks to his own (see Adding Spells to a Wizard’s Spellbook, page 178 PHB).
Black Magic: Black Magic is a focus on destruction and damage spells, usually by control of elements. A Black Mage begins play knowing only spells from the evocation and conjuration schools. Since this specialization is near absolute the black mage gains a +2 bonus on Spellcraft checks to learn the spells of the conjuration and evocation schools. He can also prepare one additional spell of the evocation or conjuration school per spell level each day. (He must choose either evocation or conjuration at 1st level and cannot change it later. He may only cast the extra spell from that single school.)
Spells of the any other schools are not available to the black mage, and he can’t even cast such spells from scrolls or fire them from wands. He may not change this specialization later. The exception to this is if he chooses the Non-black magic study Arcane Ability.
Scribe Scroll: At 1st level, a black mage gains Scribe Scroll as a bonus feat. This feat enables him to create magic scrolls.
Spell Thematics: At 2nd level, a black mage has learned how to fine tune his spells to his own persona. He gains Spell Thematics as a bonus feat even if he does not meet the requirements (can be used without meeting requirements).
Bonus Feats: At 6th, 12th, and 18th level, a black mage gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The black mage must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets every three. The black mage is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Unpredictable (1d4, 1d6, 1d8): A Black mages power is so unrefined, even with the years of training they receive, that their power is unpredictable. As his power grows, so does that unpredictability. A side effect to the unpredictability of the Black Mage is that with great power comes an even greater misfortune.
From 5th level on, a black mage permanently reduces his caster level by 2 for all spells that he casts. However, every time he casts a spell, he rolls 1d4 and adds the result to his caster level. For example, a 5th level black mage would cast his spells at a base caster level of 3, not 5. However, his actual caster level would vary from 4 to 7.
At 11th level, his unpredictability also increases. He permanently reduces his caster level by 3 for all spells that he casts. He now rolls a 1d6 and adds the result to his caster level. For example, an 11th level black mage would cast his spells at a base caster level of 8, not 11. However, his actual caster level would vary from 9 to 14.
At 17th level, a black mage is even more unpredictable. He reduces his caster level by 4 and now rolls a 1d8 and adds the result to his caster level. For example, a 17th level black mage would cast his spells at a base caster level of 13, not 17. However, his actual caster level would vary from 14 to 21.
Ooops Factor:
BackFire: Every time the black mage attempts to cast a spell, there is a chance that it will backfire. Roll a d20 everytime you cast a spell, on a critical failure, (a roll of 1 on a d20), the spell itself explodes into an ball of raw magical energy dealing 1d6 damage per spell level to everything (including the black mage) within an area of 5ft + 5ft/2 caster levels radius sphere, centered on the caster. Also everyone except the black mage is forced to the edge of the blast (no save). The Black Mage cannot willingly fail the roll. Everyone caught within the blast, except for the Black Mage, makes a Ref Save DC 10 + (modified) caster level + Int Mod for half damage. The spell is wasted if a nat 1 is rolled and the black mage may not cast spells for 1d4 rounds.
Overload: Every black mage is known for thier great power. On a roll of 20 for the Ooops Facter roll, a Black Mage overloads the spell. His Caster level becomes maxed and he gains his int mod to all variables of the spell, including DC. This addition can increase any variable past its maximum.
NOTE:
* All spells that have caster level variables with maximums are not increased past this maximum regardless of his Unpredictable caster level. Unless modified by the overload ability.
* Also Spells cast from a scroll or other magic device are not affected by his Unpredictable ability. It is however, applied to all items he makes.
* If the Black Mage attempts to creates a magic item or scroll, He must still roll the ooops factor roll. If he fumbles, the attempt and spell slot is wasted.
* If the Black Mage attempts to creates a magic item or scroll and rolls a nat 20, the time, cost, and XP costs are halved, and the spell slot is not used up.
Arcane Ability: On attaining 5th level, and at every five levels thereafter (10th, 15th and 20th), a black mage gains an arcane ability of his choice from among the following options
Bonus Feat: A black mage may gain a bonus feat (PCs choice) in place of an arcane ability. This can only be taken once
Non Black Magic Study: The Black Mage may choose a different school of spells from which he may learn spells. When choosing this ability, you do not obtain any spells from the new school.
Prerequisites: Must spend one week studying the school from another mage.
Evasion (Ex): A black mage can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the black mage is wearing padded armor or no armor. A helpless black mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
[Flavor] Black Mages who don't learn to dodge explosions, nameless things from other worlds, strange eldritch magics, mage-killers, and point-blank crossbow bolts to the head fired by upset villagers, don't last very long.
Angry Casting: The Black Mage becomes enraged and begins to cast with anger and resentment. The black mage gains a +4 concentration check to cast a spell, and the DC for that spell increases by 2. The black mages AC is decreased by 4. This lasts until for 1d4+ 1 (for every previous challenge that day) rounds. The Angry Casting begins on the black mages next round. The bonuses and penalties stack with any other bonus or penalty. This ability may only be taken once.
Special: When in this state, a black mage becomes focused on the single (or group) that provoked or challenged his power. He may only attack that single creature (or group) until the 1d4 rounds have expired.
Prerequisites: Must have been actively provoked or had their power challenged at least 3 times before.
NOTE: Provoking or Challenging refers to the verbal or somatic action that actually refers to the Black Mage's power. Or If you want (DM Approval), allow aggravation different ways.
[Flavor] Black Mages are quick to anger when provoked.
Familiar: A black mage can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The black mage chooses the kind of familiar he gets. As the black mage advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the black mage, the black mage must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per black mage level; success reduces the loss to one-half that amount. However, a black mage’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. For example, suppose that Hennet is a 3rd-level black mage with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level (see the Dungeon Master’s Guide for rules for losing levels). A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time
Prerequisites: Black Mage Level 5.
Black Magic Counter: When counterspelling, you may use an evocation or conjuration spell that is one or more spell levels higher than the target spell.
Normal: Without this ability, you may counter a spell only with the same spell, with a spell specifically designated as countering the target spell, or with one of the same school.
Also, his Unpredictable caster level still applies. (must make an Unpredictable roll every time he attempts a counterspell.)
Prerequisites: Improved Counterspell. Black Mage level 10
Avid Learner: The time and costs required for the Black Mage to learn a new spell from the evocation, conjuration or Non Black Magic Study schools by researching is halved (XP costs are not halved). This ability may only be taken once.
Prerequisites: Researched 15 evocation, 15 conjuration spells
Improved Black Magic: The Black Mage gains the Empower Spell feat for free even if he doesn’t meet the requirements. For all caster level variables add or subtract the Unpredictable amount first, then empower it. Example: A 10th level black mage casts an empowered fireball, dealing 10d6 damage, however, his unpredictable level is at -2, so he would do 8d6 damage plus the empowered 1.5x damage.
Prerequisites: Spell Focus, Black Mage level 10
Greater Black Magic: A Black Mage decreases the spell slot of an empowered spell by 1. Thus an empowered spell only requires a spell slot one level higher. This ability does not remove the unpredictable variance on the empowered spell.
Prerequisites: Spell Focus, Greater Spell Focus, Improved Black Magic, Black Mage level 15
Magical Infusion: At 20th level, a Black Mage becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the Black Mage’s creature type was) for the purpose of spells and magical effects. Additionally, the Black Mage gains Spell Resistance 10 + class level + Int mod. Unlike other outsiders, the Black Mage can still be brought back from the dead as if he were a member of his previous creature type.
Table B-1: Black Mage
LVL BAB FORT REF WILL
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12Table B-2: Abilities
LEVEL SPECIAL
1 BLACK MAGIC, SCRIBE SCROLL, OOOPS FACTOR
2 SPELL THEMATICS
3
4
5 ARCANE ABILITY, UNPREDICTABLE 1D4
6 BONUS FEAT
7
8
9
10 ARCANE ABILITY
11 UNPREDICTABLE 1D6
12 BONUS FEAT
13
14
15 ARCANE ABILITY
16
17 UNPREDICTABLE 1D8
18 BONUS FEAT
19
20 ARCANE ABILITY, MAGICAL INFUSIONTable B-3: Spells Per Day
lvl 0 1 2 3 4 5 6 7 8 9
1. 3 1 - - - - - - - -
2. 4 2 - - - - - - - -
3. 4 2 1 - - - - - - -
4. 4 3 2 - - - - - - -
5. 4 3 2 1 - - - - - -
6. 4 3 3 2 - - - - - -
7. 4 4 3 2 1 - - - - -
8. 4 4 3 3 2 - - - - -
9. 4 4 4 3 2 1 - - - -
10. 4 4 4 3 3 2 - - - -
11. 4 4 4 4 3 2 1 - - -
12. 4 4 4 4 3 3 2 - - -
13. 4 4 4 4 4 3 2 1 - -
14. 4 4 4 4 4 3 3 2 - -
15. 4 4 4 4 4 4 3 2 1 -
16. 4 4 4 4 4 4 3 3 2 -
17. 4 4 4 4 4 4 4 3 2 1
18. 4 4 4 4 4 4 4 3 3 2
19. 4 4 4 4 4 4 4 4 3 3
20. 4 4 4 4 4 4 4 4 4 4
New Feats
THIS SECTION IS NEW
FOCUS [METAMAGIC]
You are able to focus your energy better allowing greater power with your spells
Benefit:By spending a full round action to focus your powers, He must make a concentration check DC 15 + spell level to avoid an Attack of Opportunity, you can alter the results of your unpredictability for 6 rounds. This allows you to reroll your Unpredictable roll for the next 6 rounds (if you so choose). You must take the result of the second roll, even it if is worse.
Normal: Without this feat, you cannot focus your power
Prerequisite: Unpredictable 1d4, Spell Focus (any school)
GREATER FOCUS [METAMAGIC]
You are extremely adept at focusing your energy allowing you to greatly increase your spells.
Benifit: After becoming focused, a black mage may spend a second full round action to greater focus his powers. He must still make a concentration check DC 15 + spell level to avoid an Attack of Opportunity. The black mage can further alter the results of your unpredictability for 4 rounds. This allows you to reroll your Unpredictable roll for and additional 2 rounds (if you so choose), and take the better of the two rolls during all remaining focused rounds.
Also as a bonus effect of the Greater Focus feat, the black mage may reroll his Ooops Factor roll once during the Greater Focused state.
Prerequisites: Unpredictable 1d6, Focus, Spell Focus (any school)