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Black Mage
Topic Started: Oct 14 2013, 01:10 AM (21 Views)
Kayenta Moenkopi
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Black mages are magic users who specialize in combat. Mages are bred for conquest: they had blighted the landscape, twisted creatures and created areas of Myst. Baron was the first to go into magic. Black mages developed in Baron's age of conquest and performed many atrocities.

They are battle mages who don't heal with magic spells.

They can learn an unlimited number of spells provided that the spells are within their ability to cast, but they can only cast a certain number of spells/day.

You start out with all Level 0 spells, 3 Level 1 spells + intelligence modifier. You gain additional spells by studying with a master at a tower for a fee, or from scrolls and spell books.

Learning a spell takes one full day + an additional day/level of the spell. So, a level 3 spell would take 1day+3days = 4 days to learn.

Everyday, you need a good night's sleep and 1 hour each morning to study your spell book. This gives you access to the spells you already know. Each day you memorize the spells you think you might need to use for the day.

Now...nice stats for a Black Mage would be:

High intelligence, that is your spell casting stat.

High constitution would give you more Hit Points (HP) and offset a mage's poor fortitude saves.

High dexterity improves the accurracy of ranged attacks, which covers most of a black mage's spells, improves your armor class (AC) because a mage can't wear armor so your AC would be low anyway, and it offsets your poor reflexes.

Charisma doesn't modify any of your saving throws and only applies to social interaction skills. Traditionally I put a bad stat in CHAR cause it doesn't hurt them much. Generally people have a poor attitude toward black mages anyway.

Wisdom does improve your Will saves, but mages get a good will save anyhow. The only other thing it would improve is awareness skills like spot, listen and sense motive.

Strength may or may not be a bad choice. Generally if you are close enough to have to use a melee weapon, you are in a bad situation as a mage. It does improve your carrying capacity but you don't wear armor or carry heavy weapons.

CLASS FEATURES:

  • Must have intelligence of 10 or greater to cast Black Mage Spells.
  • Scribe Scroll at Level 1.
  • 1 Bonus Feat every 5 levels. These bonus feats must be a metamagic feat or an item creation feat.
  • Simple Weapon Procifiency
  • Ability to cast magic.
  • Hit die: 1d4
  • Skill Point: (2+int. mod) x 4 at level 1. Then it is 2+int. mod./level after.
  • Base Attack: 1/2 level, round down.
  • Saving Throws:
    Fort/Ref = 0 at level 1. Then +1 for every 3 levels.
    Will = 2 at level 1, 3 at level 2, then +1 every 2 levels.
  • Spells per Day:
The charts lists how many spells you get at your class level for each level spell you can use.

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Now, in order to cast a spell, your intelligence has to be high enough. To calculate if your intelligence is high enough to cast a spell, take your intelligence - 10 has to be equal to or greater than the level spell you wish to cast. So...if my intelligence is 16, i subtract 10 and get six. this means I am capable of casting level 0-6 spells. Don't worry, as you level you can increase intelligence once you earn more stat points.

Additionally, you get bonus spells based on your intelligence stat by the progression laid out in the following table.

Posted Image

We are only gonna list the first few levels of spells you can choose from cause all the rest will be acquired through game play and you can learn about them one at a time when it happens. Here are their names with a short description. The full description can be found by clicking 'Spell List' below.

SPELL LIST:

Level 0: Cantrips

Abjuration

  • Resistance: subject gains a +1 to saving throws.

Conjuration

  • Ray of Frost: ray deals 1d3 cold damage.

Divination

  • Detect Poison: detects poison in one creature or small object.

Enchantment

  • Daze: creature loses next action.

Evocation

  • Flare: dazzles one creature, -1 to attack.
  • Light: object shines like a torch.

Illusion

  • Dancing Lights: figment torches or other lights.
  • Ghost Sound: figment sounds.

Necromancy

  • Disrupt Undead: Deals 1d6 damage to 1 undead.

Transmutation

  • Mage Hand: Five pound telekinesis.
  • Mending: Makes minor repairs on an object.
  • Open/Close: opens or closes small or light things.

Universal

  • Arcane Mark: inscribes a personal rune, visible or invisible.
  • Detect Magic: detects spells and magic items within 60ft.
  • Prestidigitation: performs minor tricks.
  • Read Magic: reads scrolls and spell books.


Level 1:

Abjuration

  • Alarm: wards an area for 2hrs/level.
  • Endure Elements: ignores 5 damage/round from one energy type.
  • Hold Portal: holds door shut.
  • Protection from Chaos/Evil/Good/Law: four separate spells that do the same thing. +2 to AC and saves, counters mind control, hedges out elementals and outsiders.
  • Shield: invisible disk that gives cover and blocks magic missiles.
  • Iron Guts: +5 fortitude save against poisons.

Conjuration

  • Grease: makes 10ft. square or one object slippery.
  • Mage Armor: gives subject +4 armor bonus.
  • Obscuring Mist: fog surrounds you.
  • Unseen Servant: creates invisible force that obeys your commands.
  • Corrosive Grasp: 1 touch attack/level that deals 1d8 acid damage.

Divination

  • Detect Secret Doors: reveals hidden doors within 60 ft.
  • Detect Undead: reveals undead within 60 ft.
  • Identify: determines a single feature of magic item.
  • True Strike: adds +20 bonus to your next attack roll.

Enchantment

  • Charm Person: makes one person your friend.
  • Hypnotism: fascinates 2d4 hit die worth of creatures.
  • Sleep: puts 2d4 hit die of creatures into comatose slumber.

Evocation

  • Magic Missile: 1d4+1 damage; +1missle every 2 levels above first, max 5.
  • Tenser's Floating Disk:
    three ft. diameter horizontal disk that holds 100lbs/level

Illusion

  • Color Spray: knocks unconscious, blinds or stuns 1d6 weak creatures.
  • Nystul's Magical Aura: grants object false magic aura.
  • Nystul's Undetectable Aura: masks magic item's aura.
  • Silent Image: creates a minor illusion of your own design.
  • Ventriloquism: throws voice for 1 min./level.

Necromancy

  • Cause Fear: one creature flees for 1d4 rounds.
  • Chill Touch: one touch/level deals 1d6 damage and possibly 1 strength damage.
  • Ray of Enfeeblement: ray reduces strength by 1d6 points + 1 Point/2 levels.

Transmutation

  • Animate Rope: makes a rope move at your command.
  • Burning Hands: 1d4 fire damage/level, max 5d4.
  • Enlarge: object or creature grows 10%/level, max 50%.
  • Erase: mundane or magical writing vanishes.
  • Expeditious Retreat: doubles your speed.
  • Feather Fall: objects or creatures fall slowly.
  • Jump: subject gets +30 on jump checks.
  • Magic Weapon: weapon gains +1 bonus.
  • Message: whispered conversation at a distance.
  • Reduce: object or creature shrinks 10%/level, max 50%.
  • Shocking Grasp: touch delivers 1d8+1/level electricity damage.
  • Spider Climb: grants ability to walk on walls and ceilings.

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