PDA

View Full Version : Black Mage Base Class



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

http://www.geocities.com/TimesSquare/Galaxy/4698/ffix21.jpg

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)

SurlySeraph
2007-08-22, 11:48 PM
These (http://www.giantitp.com/forums/showthread.php?t=45903&page=1&highlight=annihilation) and this (http://www.giantitp.com/forums/showthread.php?t=10105&highlight=stabbity) seem relevant. I like the class overall, though it might be a bit overpowered.

deshrimp
2007-08-23, 12:13 AM
These (http://www.giantitp.com/forums/showthread.php?t=45903&page=1&highlight=annihilation) and this (http://www.giantitp.com/forums/showthread.php?t=10105&highlight=stabbity) seem relevant. I like the class overall, though it might be a bit overpowered.Now those are good.....anywho. How might it be overpowered?

SurlySeraph
2007-08-23, 12:31 AM
They've got a ton of spells per day, plus the special abilities. The fact that they have to use feats to get spells that aren't Evocation or Conjuration might balance it - I need to think about it more to make up my mind.

deshrimp
2007-08-23, 01:31 AM
Let me know. As for my reasons, Here they are

More Spells per day: Limited to two schools. (cept through Non-Black Magic Study ability) so tops, three schools.

Special Abilities: I feel they needed more than your average Mage. Plus the Unpredictable ability helps to balance it out somewhat.

Harold
2007-08-23, 06:58 AM
This is some good homebrewing in fact I can't make any corrections.

StickMan
2007-08-23, 07:46 AM
First off Angry Casting has no limit if you take it you always seem to be angry, it should have some kind of limit to it. Second there is a feat that gives you a familiar at your caster level, from complete arcana so you may as well have it at full level instead of half. Other than that nice work so far.

Arbitrarity
2007-08-23, 07:52 AM
Hmmm... nope, pretty balanced/weak. It's like a warmage, except crazier, and more wizardly than sorcerous.

Better, it won't suck the way warmages do; Conjuration spells are battlefield control. Seriously, you can make a sorceror with mostly conjuration spells, and it will make fights so much easier. This is similar.

GNUsNotUnix
2007-08-23, 09:47 AM
I'm a little confused about Evasion. It doesn't seem to fit thematically, and I wouldn't expect it to be all that useful, either, given the low reflex save. It's not imbalanced; it's just misplaced.

deshrimp
2007-08-23, 10:07 AM
So lets sum this up. heres what you guys say.


Change familiar ability to full level
Evasion is misplaced
Angry Casting has no limit
And here is my responses:
Familiar ability so changed.
Angry Casting is like a charge. It has a limit.
Per Ability: Benefit: The Black Mage makes and angry casting, granting him a +4 concentration check to cast a spell, and the DC for that spell increases by 2 and the black mages AC is decreased by 4. Lasts until the provoker or challenger is defeated. (Similar to a charge.)

Evasion is there as stated. Think of it this way, If you control extreme power, aka mass damaging spells, many people arent going to like you, especially if you 'accidentally' blow up the local merchant for not giving you a good deal. The low Ref Save doesnt matter with it. Its there for flavor more than usefulness. Most people wont be making the save that often, but when you do, it will be nice.

deshrimp
2007-08-27, 09:38 PM
Updated

Ok I've made some changes
* Modified Angry Casting ability: time abiltiy lasts, Special
* Changed Improved and Greater Black Magic abilities: Can now be taken multiple times.

Krelon
2007-08-28, 05:02 AM
Hello,

I like the class overall, just a few points of criticism:

Evasion. It could cause power gaming issues if someone needs both evasion and spell levels for a prestige class (that would be possibly unbalancing a prestige class).

The magic resistance gained at last level is a bit too high (a drow who has EL+2 has only 11+class levels).

I like the unpredictable feature but together with improved/greater black magic it is a bit much. Usually you must take a prestige class like red wizard to gain additional caster levels (which then give you extra d6 for your spells). Therefore I think a -3 caster level penalty would be more fitting or at least an explicit statement that a mage cannot save from his own Oops Factor (important to balance the power gained).

Spells per day: A wizard ends up with all levels 4/day. A specialist ends up with 4+1. Since the black mage prepares spells like a wizard, you should go with a wizard-like number of spells per day (not a sorceror).

The improved counterspell is nice but it is lacking some unpredactibility. In a duel it allows a black mage to be very controlling (which is not the flavor of the class as I get it) at no additional cost. Maybe if you add the Oops Factor that would be just perfect.

deshrimp
2007-08-28, 12:45 PM
Ok Updated

Updated Items are as follows:
* SR reduced to 10 + level + Int mod
* Removed Arcane Ability Black Defense
* Changed Improved Counterspell
* Changed Arcane Abilities Improved and Greater Black Magic
* Spells per day now equals Wizards spells per day.

Krelon
2007-08-28, 04:13 PM
hmm... it strikes me that the unpredictable feature has lost a bit too much, I sincerely didn't want to be a downer!

My (as I hope constructive) ideas to balance this nice class would be:
1) tune down improved/greater black magic (both make it available on "lower" levels and a little less powerful)
2) improve some other features to make it up for tuning down.

reasons: until level 19 compared to the old version the black mage has lost some attractivness, however on level 19 there is a very big jump in combat power.

suggestions (for a package deal):
gain:
increase spells per day to 4+1 (like with school specialisation)
change unpredictable to d4-2, d6-3, d8-3 (not 4, therefore at this level there is a nice little power gain for the black mage)
change requirements for improved black magic from level 15 to 10.
change requirements for greater black magic from level 19 to 15.
lose:
improved: change maximize to empower
greater: empower is level+1, instead of level+2

Empower is not that much worse than maximize, a 10d6 spell maxed does 60, while empowered it deals 52 to 53 on average. The great benefit of having empowered instead of maximized is that you roll the dice, therefore the outcome is much more unpredictable(!) and hence more fitting with the class than maximize. An other benefit is that some GM's might be allergic to too many predictable maximum damage spells...

if you think the black mage is not powerful enough Infusion could additionally give a free 1/day use of the sudden maximize feat.

deshrimp
2007-08-28, 10:39 PM
oK updated again

Heres whats changed:
* Evasion is now an Arcane Ability
* Added School Specialization extra spell
* Changed Arcane Ability layout
* Changed Improved and Greater Black Magic Arcane Abilities

deshrimp
2007-08-30, 10:10 AM
This Class HAS been Play tested. From what I understand, It works well, with a few minor problems. Which I have already addressed. And here are the changes:

* Added Overload to the Unpredictable Ability.
* Overload maxes the caster level, and adds int mod to all variables of the spell (not to exceed the maximums).
* Reworked Ooops Facter.
* Ooops Facter now deals 1d8/caster level with area of 5ft/caster level. spell is wasted. Added Ref Save

Tarken
2007-08-30, 01:51 PM
I think it's more sorcerer-y than wizard-y, they're chaotic, yet they take the time to study their spells from a spellbook, I think it should be spontanieous
casting, other than that: I give it a 4/5

Krelon
2007-08-30, 04:21 PM
looks good.
different from existing base classes, very chaotic, possibly devastating yet balanced thanks to drawbacks and limitations. only... keep the party cleric always 5*(caster level+1) feet away :smallwink:

deshrimp
2007-08-30, 04:56 PM
I think it's more sorcerer-y than wizard-y, they're chaotic, yet they take the time to study their spells from a spellbook, I think it should be spontanieous castingTrue, Problem is, the spellbook allows for a wider variety of spells. I could give them a spellbook. That they need to Study everymorning for 1 hour (as a wizard does), then he can still cast spontaneously. Also, If I keep the Wizard spells per day table, It should help to balance it out. Plus they gain the benefit of being able to apply metamagic feats before hand like a wizard instead of increasing the time to cast, (unless they really dont care about that)

smart thog
2007-09-01, 10:23 AM
I do not think you should let them use conjuration spells for two reasons. One, black mage never used any conjuration spells. Two, all cure spells are in conjuration, and no self respecting avatar of destruction heals people. If I were you I would ban some sub schools on conjuration like (healing) and (teleportation) and give the black mage slots as a sorcerer. other then my complaints here, great class.

deshrimp
2007-09-01, 08:46 PM
First off, I gave them Conjuration for two reasons.
1. Conjuration has damage dealing spells.
2. Because if I wanted an Evoker, I would simply use the Devoted Evoker (cant remember where I found it).

As for the Healing spells, Wizards and Sorcerers do not cast or ever learn (unless through some variant or unique feat) Conjuration (healing) spells.

Teleportation spells are an added bonus. Keep in mind tho, It could end up being a big ooops.
Example:
Black Mage: All right guys lets teleport back to town.
Party: Ok.
Group gathers around black mage.
Black Mage fumbles on casting spell. BIG BOOM. possibly no save (if DM decrees). Ouch.
Party: (after getting hurt) Thats the last time we trust the black mage to teleport us.

Lastly as for the Sorcerer spell slots, I needed a way to balance the Sontaneous Casting with wizard spells known. So, a black mage is a sorcerer, who can use a spellbook. balance: give wizard spells per day. dont forget the Ooops Facter. Its a big benefit, but also a big downside.

deshrimp
2007-09-01, 08:59 PM
Updated

Heres the changes:
* Changed Ooops Facter to the ability title, and added the explosion name Backfire
* Added a couple of Notes about the Ooops Facter

smart thog
2007-09-02, 01:40 PM
What about necromancy? It seems important.

dragon_masterd
2007-09-03, 09:10 AM
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. Chaotic Evil
Hit Die: d4.

Shouldn't It be CE? I mean, I Don't See a Black mage Being CG. Aren't they kinda like the Evil People?

Zeta Kai
2007-09-03, 09:29 AM
Shouldn't It be CE? I mean, I Don't See a Black mage Being CG. Aren't they kinda like the Evil People?

Vivi is rather obviously not evil.

deshrimp
2007-09-03, 05:52 PM
Necromancy is not required. It is however, chooseable as one of your Non-Black Magic Study choices.

For all of you wondering about the evil aspect, see this.

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.Now if you want, you can make this class only CE if you use it in your game. but thats up to you. If you want a CE Black Mage. Just make him CE.

dyslexicfaser
2007-09-03, 08:26 PM
I think they're thinking of 8-bit theater's (the webcomic) black mage, who is very definitely CE, and who knows (or says he knows) necromancy to boot.

Other black mages, like Vivi from the Final Fantasy series, are neutral or even good.

EDIT: By the way, I really like this class. I might even use it in one of my upcoming games, although when I do cast my attack spells, Ill be shouting things like "Flare!" and "Bolt3!"

deshrimp
2007-09-04, 12:22 AM
I've actually been working on the Final Fantasy spells. I have currently gotten most of the basics down as far as the names and base damage. Its going to take some time before its complete tho. I'll start a new topic with the spells when I have more of them done.

As far as the names go, it works for me. Thearetically you can name the spells in d&d whatever you want.

As for the 8-bit aspect of black mages, and those seeking the Hadoken, just rename the lightning bolt spell, increase the damage, range, and viola. Hadoken.

deshrimp
2007-09-04, 12:30 AM
Updated.

Added the following:
* Feat FOCUS [METAMAGIC]
* Feat GREATER FOCUS [METAMAGIC]
* Fixed a few misworded sentences.

smart thog
2007-09-09, 03:49 PM
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, which does not provoke an attack of opportunity, you can alter the results of your unpredictability. This allows you to reroll your Unpredictable roll. 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: By spending a full round action to focus your powers, which does not provoke an attack of opportunity, you can better alter the results of your unpredictability. This allows you to reroll your Unpredictable roll, and take the better of the two rolls.
Prerequisites: Unpredictable 1d4, Focus, Spell Focus (any school), Greater Spell Focus (any school)[/FONT][/SIZE]
What is the ratio of full round actions to re-rolls? using a full round action just for one spell sounds like a bad feat choice.

Kurald Galain
2007-09-09, 05:23 PM
Given the BM's unpredictability, I don't think being able to craft OOPS-ed wands is such a good idea. It's also definitely cheeseable.

And I suspect you'll get a lot of 8-bit Theatre jokes if you use this class :smallsmile:

Drglenn
2007-09-11, 09:27 AM
Nice class, but where can I find the rules for spell thematics? What book is it in?

deshrimp
2007-09-11, 10:27 AM
Nice class, but where can I find the rules for spell thematics? What book is it in?I'll post the feat here later.

I've fixed the Craft item section of the Ooops Facter.

vivi
2007-09-11, 07:54 PM
nice class, it seems effective, yet dangerous, I like a it lot :smallsmile:

DracoDei
2007-09-11, 08:49 PM
The backfire may be a bit too strong... it will nearly KO a single classed black mage every time even with a decent Con...maybe stage it all the way back to d4's.... also, consider the implications if all the extra stuff was used for feats... which you DON'T specify have to be mage type feats.

vivi
2007-09-12, 09:40 PM
The backfire may be a bit too strong... it will nearly KO a single classed black mage every time even with a decent Con...maybe stage it all the way back to d4's.

I agree its backfire should be d4s, same as the bms hit dice. I also think the bm should have unpredictability -1CL+1d2CL 1st-4th level. ( and can I have that awsome picture of the black mage as my avatar?)

vivi
2007-09-16, 11:36 AM
Hey deshrimp! have you stopped caring about the black mage? you haven't responded about my question or anything else about the black mage!

deshrimp
2007-09-16, 12:07 PM
Sorry, Ive been busy at work lately. As to your questions, heres my answers.

First pertaining to the Unpredictable, I agree with you on two on the damage of the unpredictable. I shall lower it to 1d6 per spell level. Think of it this way. A 4th level black mage can only cast 2nd level spells. thus doing 2d6 (max 12) damage on a fumble. the black mage of 4th level has 4d4 (max 16) plus constitution. Also, this gives the black mage a reason to pick up and use the greater focus feat.

As for the 1d2 Unpredictable, I dont feel that it needs it. A begining black mage doesnt really have much power to control. Hence the gaining of Ooops Factor at 1st level. It gives him the sense of incomplete control of his magic.

With the bonus feat choice, I will add that it can only be taken once.

If you want the pic as your avatar, I see no reason to stop you.

vivi
2007-09-16, 01:37 PM
Vivi is rather obviously not evil.

ya I'm not evil!:smalltongue:

vivi
2007-09-17, 07:37 PM
The black mage looks good, doesn't need any changes.:smallsmile:

FoeHammer
2007-10-13, 04:27 PM
I agree that the casting should be spontaneous, it just fits with the overall class much better. Good job! 9.5/10 (-.5 for lack of spontaneous)

Goober4473
2007-10-13, 08:24 PM
Why not use the war mage spell list instead of wizard/sorcerer limited to two schools? It's based almost entirely on damage/destruction spells.

Krelon
2007-10-14, 04:06 AM
It's more unique that way. I think, it would be too much like a war mage with instability.