Black Mage! [Archive] - Wizards Community

Post/Author/DateTimePost
thasis

10-16-05, 07:06 PM
The spell list is under work, comments are needed, balance would be nice, and finnaly, this is loosely based of the idea of the Black Mage from Final Fantasy. This is more ment for taking the idea of the Final Fantasy spellcasting system and incorporating it into D&D so I tried to keep it generally universal (except that realy cool picture ;))

BLACK MAGE

http://nerpg0.mystarseed.com/images/black_mage.jpg

"People don't like it when I destroy their farm house. They don't however consider that their was a blackgaurd masquerading as a farmhand in their" - Zahariel the Black Mage

A Black Mage is a spellcaster who has found the ability to use the energy around him and focus it into a magical energy called mana. This mana is then manipulated by the caster and used for his own uses. A Black Mage's use of the mana is primarily in offensive spells. His counterpart, The White Mage, uses it for defensive means.

MAKING A BLACK MAGE
When playing a Black Mage you will play as not simply a spellcaster. You are also an offense machine. Expect to be at the front of the party blasting through enemies. Your ability for quick offensive casting will be much useful to the party.
Abilities: The most important ability for a Black Mage is there intelligence score. Intelligence determines their overall magical strength. They also need an intelligence score of at least 10+the spells level to be able to cast a spell.
Races: Humans and Halflings are probably the most common Black Mages, considering there adventuring and inquisitive nature. There is however no set race that makes the best Black Mage.
Alignment: Black Mages come in all sorts of alignments, ranging from the adventurer out to destroy the evil doers of the world with his powerful magic to the evil tyrant enslaving people with fear.
Starting Gold: 5d4x10 (125gp)
Starting Age: As Wizard

Class Skills
The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft(Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skills Per Day at 1st Level : (2+int)x4
Skills Per Day at Each Additional Level : 2+int

Game Rule Information
Black Mages have the following game rule statistics.
Abilities: The most important ability for a Black Mage is there intelligence score. Intelligence determines their overall magical strength. They also need an intelligence score of at least 10+the spells level to be able to cast a spell.
Alignment: Any
Hit Dice: d4

BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Black Focus I
2. +1 +0 +0 +3
3. +1 +1 +1 +3
4. +2 +1 +1 +4
5. +2 +1 +1 +4 Black Focus Step II
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 Black Focus III
11.+5 +3 +3 +7
12.+6 +4 +4 +8
13.+6 +4 +4 +8
14.+7 +4 +4 +9
15.+7 +5 +5 +9 Black Focus IV
16.+8 +5 +5 +10
17.+8 +5 +5 +10
18.+9 +6 +6 +11
19.+9 +6 +6 +11
20.+10 +6 +6 +12 Black Focus V


Level Spells Known
0 1 2 3 4 5 6 7 8 9 MP
1 4 2 - - - - - - - - 2
2 5 2 - - - - - - - - 6
3 5 3 - - - - - - - - 11
4 6 3 1 - - - - - - - 17
5 6 4 2 - - - - - - - 25
6 7 4 2 1 - - - - - - 35
7 7 5 3 2 - - - - - - 46
8 8 5 3 2 1 - - - - - 58
9 8 5 4 3 2 - - - - - 72
10 9 5 4 3 2 1 - - - - 88
11 9 5 5 4 3 2 - - - - 106
12 9 5 5 4 3 2 1 - - - 126
13 9 5 5 4 4 3 2 - - - 147
14 9 5 5 4 4 3 2 1 - - 170
15 9 5 5 4 4 4 3 2 - - 195
16 9 5 5 4 4 4 3 2 1 - 221
17 9 5 5 4 4 4 3 3 2 - 250
18 9 5 5 4 4 4 3 3 2 1 280
19 9 5 5 4 4 4 3 3 3 2 311
20 9 5 5 4 4 4 3 3 3 3 343


Weapon Proficiencies: The White Mage is proficient with all simple weapons. They are no proficient with any armours or shields.

Black Focus I: At fist level whenever you cast a spell from the evocation school it’s save DC is increased by one. At fifth level and every five levels thereafter this bonus increases by one.

Black Focus II: Choose one school of spells. Any spell you cast from that school costs one mana-point less then normal (with a minimum of one MP for the cost). At level 10 spells from the chosen school cost 2 less to cast (with a minimum of one for the MP cost).

Black Focus III: One per day per every five caster levels you can change one of your spells to do an extra 2d6 Holy or Unholy damage (depending on your alignment).

Black Focus IV: Once per day you can engulf yourself in one type of energy (Acid, Electricity, Ice, or Fire) for 1d4+1/4th your Black Mage level rounds. Any creature who hits you with a melee attack must make a reflex save (DC10+half your Black Mage Level) or take 1d6 damage of the energy type/ per half your Black Mage levels.

Black Focus V: You’ve hit the pinnacle of your Black Magic mastery. You now gain an additional 5 Mana Points and you can choose any single spell from the Sorcerer/Wizard list and add them to your spells known.

Mana-Weaving: A Black Mage only knows a certain amount of spells as a sorcerer. He however has a different spell list. He also casts spells differently. Instead of having a certain amount of spells per day he has a certain amount of Mana Points (or MP) per day that he can spend.


Level of Spell Mana Cost
0 1
1 2
2 4
3 6
4 8
5 10
6 12
7 14
8 16
9 18


Spells List
0- Detect Magic, Disrupt Undead, Flare, Mage Hand, Open/Close, Read Magic, Detect Poison, Inflict Minor Wounds, and Ray of Frost.
1- Bane, Burning Hands, Cause Fear, Chill Touch, Curse Water, Deathwatch, Detect Undead, Doom, Expeditious Retreat, Grease, Inflict Light Wounds, Mage Armour, Magic Missile, Magic Stones, Magic Weapon, Obscuring Mist, Random Action, Ray of Enfeeblement, Shocking Grasp, Sleep, Summon Monster I, and Unseen Servant.
2- Blindness/Deafness, Bull’s Strength, Cat’s Grace, Chill Metal, Darkness, Death Knell, Knock, Glitterdust, Inflict Moderate Wounds, Flaming Sphere, Fog Cloud, Ghoul Touch, Melf’s Acid Arrow, Pyrotechnics, Silence, Shatter, Spectral Hand, Sounds Burst, Summon Monster II, Summon Swarm, Tasha’s Hideous Laughter, and Web.
3- Animate Dead, Contagion, Deeper Darkness, Fireball, Flame Arrow, Gust of Wind, Inflict Serious Wounds, Keen Edge, Lightning Bolt, Poison, Searing Light, Sleet Storm, Stinking Cloud, Summon Undead II, and Vamparic Touch.
4- Bestow Curse, Enervation, Evard’s Black Tentacles, Fear, Fire Shield, Fire Trap, Greater Magic Weapon, Ice Storm, Inflict Critical Wounds, Polymorph Other, Polymorph Self, Rusting Grasp, Shout, Summon Monster IV, Wall of Fire, and Wall of Ice.
5- Bigby’s Interposing Hand, Circle of Doom, Cloud kill, Cone of Cold, Control Winds, Break Enchantment, Feebleminded, Flame Strike, Nightmare, Permanency, Slay Living, Summon Monster V, Telekinesis, Wall of Iron, Wall of Force, and Wall of Stone.
6- Acid Fog, Bigby’s Forceful Hand, Create Undead, Chain Lightning, Circle of Death, Control Water, Eyebite, Fire Seeds, Summon Monster VI, Flesh to Stone, Harm, and Otiluke’s Freezing Sphere.
7- Bigby’s Grasping Hand, Control Undead, Delayed Blast Fireball, Finger of Death, Firestorm, Mordenainen’s Sword, Power Word: Stun, Prismatic Spray, Summon Monster VII, and Sunbeam.
8- Create Greater Undead, Destruction, Earthquake, Horrid Wilting, Polymorph Any Objects, Power Word Stun, Summon Monster VIII, and Sunburst.
9- Bigby’s Crushing Hand, Energy Drain, Implosion, Meteor Storm, Prismatic Sphere, Power Word: Kill, Shape Change, Storm of Vengeance, Summon Monster IX, Wail of the Banshee, and Wish.

PLAYING AN BLACK MAGE
As a Black Mage offensive spells is what makes you you. Getting involved in a military carear or hiring yourself off as a mercenary are common paths to go. Your destructive powers are also useful in a warlords point of view. Go in an exterminate an enemy village or two to instill fear.
Religion: Black Mages typically don’t worship any deity. None of the gods have taken ownership for mana, so they have no need to worship any of them. They simply rely on the strength of there mana-weaving abilities
Other Classes: Black Mages work with anyone for they fit into the offensive role of any party. They tend not to get along with Wizards however for they are rivals, constantly comparing who’s magic source is more effective.
Combat: Combat is what a Black Mage lives for so you certainly have to think how your going to fight. Pure all out power works well in most situations. Go in, blast a fireball or two, walk out with some treasure. Sometimes more finese is needed however. You don't want ot kill the princess do you? Sneaking a few magic missiles and lighting bolts behind the fighter may be the more desired path.
Advancement: Advancing forward should be quick for the Black Mage considering his combantant nature. When improving levels the spells that are known are the main choice needed to be made. Always think what you want to do. Think about your combat style. A destructo Black Mage should get lots of big flashy spells such as Fireball and Bigby's Crushing Hand. A Black Mage with more finese should take equaly useful, but less flashy, spells like Vamparic Touch and Slay Living.
When dealing with feats take Spell Focus feats such as Spell Focus (Evocation) and (Necromany), depending on your path. Toughness also is useful, especialy for the mage who likes to get up front and blasting.

BLACK MAGES IN THE WORLD
"When I saw that blast apear behind me I knew my time was comming close to an end. That cloaked figure sheathed in a blue flame inferno chucking lightning strikes and fireballs was a fearsome sight indeed" - Prisoner of War
Black Mages fit in a less civilized view of world. Their abilities for destroying things are usualy only accepted in the adventuring and military proffeshins. This doesn't limit their ability to get around however. Adventuring is probally the best way to get to new places and the military path could send you all over the place conquering (or liberating as they might say) new lands.
Daily Life: A Black Mages daily life involves getting up, getting ready, and blasting away some enemies. Lower level Black Mages live a more rugid life, with their minimal pay. Higher level Black Mages usualy live extravagant lives however. The money from adventuring and/or mercenary work pays well for those who can earn it.
Notables: Their are many notable Black Mages in history. The Black Mage Zahariel was a well known crusader of good. He was eventualy slewn by a paladin however when the paladin believed that Zahariel killed an innocent civilian. That civilian turned out to be a necromancer disguised and hiding.
A powerful Black Mage known as Deureon the Cold had particular power over cold based spells. He invented all forms of new cold base combat spells. He however did not work for the powers of good or evil. He was a mercenary who worked for whatever side paid the most. He refused to do missions that had high civilian casualties however.
A well known Black Mage, Xiel the Dark, worked for the red wizards of Thay. He was known for destroying his victims soul as well as body.
Organizations: Black Mages usualy do not feel the need to form organizations dedicated to Black Magic as it requires more life experiance then true actual studying. Many Black Mages have been known to join or form guilds or organizations however.

NPC Reactions
A Black Mage is welcome in times of conflict and his powers are shunned in times of peace. It all depends if the people need someone involved in conflict. If part of an adventuring party they are simply thought to be destructive wizards. The average person will not known the diffrent.

BLACK MAGE LORE
Characters with the Knowledge (Mana) or Knowledge (Magery) skills can research Black Mages to learn more about them. Bardic Knowledge also reveals the same information.
DC 10: Black Mages have innate magical powers that are very destructive.
DC 15: Black Mages gain their innate powers from a mystical source called mana.
DC 20: Black Mages take their powers from a special source of magical power called mana. They then manipulate this power to destructive means.
DC 25: Information about notable Black Mages, possibly drawn from the section above.

BLACK MAGES IN THE GAME
Black Mages are good in particularly combat oriented campaigns. Campaigns with two much talking and/or political intrigue are usualy not suited for the Black Mage, though it could prove to be a intressting concept. A Black Mage should be in constant moving action and always have something to damage.
Adaption: If the Black Mage is two offensive oriented for your campaign some of his spells from his spell list could be switched for illusions and/or conjurations. The Black Mage is ment as a destructive class however. His counterpart, the White Mage, covers the exact opposite effect.
Encounters: Black Mages could quite possibly be encountered in the employment of an enemy. They could also be in an enemy army if running a war oriented campaign. The Black Mage should be described as a being with a natural aura of personal power. If high level maybe say "his eyes glow with an innate magical power" or something along those lines.

EPIC BLACK MAGE

The Epic Black Mage is a person to be feared. The powers over the mana stream, and the damage he can inflict with it, are beyond that of which most mortals could even dream.

HD : d4


Level Special
21
22
23 Bonus Feat
24
25
26 Bonus Feat
27
28
29 Bonus Feat
30


Bonus Feat: At 23rd level, and every third level thereafter, the Black Mage gets an additional feat.
Spellcasting: A Black Mage continues to advance in caster level. He however does not gain more mana or new spells per day.

IMPROVED MANA MANIPULATION [EPIC]
You increase your mana point reserve.
Prerequisites: Character level 21st, ability to cast spells of the normal maximum spell level in at least one spellcasting class.
Benefit: When you select this feat, you gain 19 mana points.
Special: You can gain this feat multiple times. Each time you do so, you gain an additional number of mana points equal to your previous benefit +2.
Alekzandr

10-16-05, 08:26 PM
Nice class, but a couple of crucial things are missing, such as primary casting stat (Int/Wis/Cha?), you never state how many manna points the Black mage has at any given level (or bonus manna points for a high casting stat), and just making the abilities more idiot proof by explaining them more.

Other quibbles is having more spells on the spell list. For example, the black Mage can learn nine 0 level spell, but only has 8 on her spell list. Speaking of spell list, Shadow Conjuration/Envocation would be nice, as would be the rest of the "Power Word: X" family.
To be honest, I would recomend doing something like the Suel Arcanamarch did in the Complete Arcane, and give the Black Mage access to all spells of 3 or so schools (most likely Envocation, Necromancy, and Transmutation). Then you could have the collary (White Mage) get other schools (Abjuration, Conjuration, Divination), and the eventual Red mage would probably snag 3/4 BAB, good Reflex/Will saves, and a Bardic spell progression with the schools of Enchantment and Illusion, but I digress...

I would also make the save for Black Focus IV be 10 + 1/2 BM class level + Primary casting stat, and take out the option for Sonic Damage. Better still, take out all the elemental discriptors and make it do 1d4 + 1/2 BM level in Force damage.

To reiderate, I like the class. Just try to refine it a bit more. Bonus points for formatting it so my eyes don't bleed.
Alekzandr

10-17-05, 08:47 AM
As the French say, "Le :bump:."
thasis

10-17-05, 11:54 AM
Ok, I got the MP up, now I just have to get an updated spell list up. I'll go grab my PHB and get right down to it.
thasis

10-17-05, 12:35 PM
Expanded and Updated spell list up and ready. Ready for commenting :D
Antioch

10-17-05, 02:30 PM
Borrowing from FFXI, I simply made the black mage as a wizard using the spell point system from Unearthed Arcana. I removed the wizard's familiar, Scribe Scroll bonus feat, and all bonus feats at every 5th level. In exchange, I gave them the following.

1st Level: Manafont. This was a mechanic that I never quite worked out. Essentially, I was going to do it two ways. Method one was to allow the black mage to cast spells for free for a certain period of time (kind of like the metamind from XPH). The second was to allow a Concentration check (with a DC of like 20-25 +2 per spell level, something fairly difficult like that) to cast it for free. The second way would require a full-round action and be an all-or-nothing effect (if you failed the check, you didnt cast the spell).
5th Level: Elemental Focus. Choose an energy type. Any spell that deals damage with that energy type or has that energy descriptor has the associated save increased by +1. At 15th level, it goes up to +2.
10th Level: Elemental Seal. Once per day you can cast a spell as if it were affected by the Maximize Spell feat at no increased casting time or cost. At 20th level, this can be done twice per day.
Alekzandr

10-17-05, 03:41 PM
Game Rule Information
Black Mages have the following game rule statistics.
Abilities: The most important ability for a Black Mage is there intelligence score. Intelligence determines their overall magical strength, and it also determines how many bonus spells they can cast. They also need an intelligence score of at least 10+the spells level to be able to cast a spell.


Need to update the bolded portion. Your spell point system doesn't have the "bonus spells (per day)" limit of the Vancian system. You should probably reference the Expanded Psionics Handbood pg 18 for bonus Manna points.


Black Focus I: At fist level whenever you cast a spell from the evocation school it’s save DC is increased by one. At fifth level and every five levels thereafter this bonus increases by one.


I can live with that.


Black Focus II: Choose one school of spells. Any spell you cast from that school costs one mana-point less then normal.


This ability ia kinda useless at the higher levels, but does this make all 0 level spells known of the school free to cast, effectivly making them "At Will" abilities?


Black Focus III: One per day per every five caster levels you can change one of your spells to do an extra 2d6 Holy or Unholy damage (depending on your alignment).


No qualms here.


Black Focus IV: Once per day you can engulf yourself in one type of energy (Acid, Electricity, Ice, Fire, or Sonic) for 1d4+1/4th your Black Mage level rounds. Any creature who hits you with a melee attack must make a reflex save (DC10+half your Black Mage Level) or take 1d6 damage of the energy type/ per half your Black Mage levels.


At the very least, take out the the ability to use Sonic damage.


Black Focus V: You’ve hit the pinnacle of your Black Magic mastery. You now gain an additional 15 Mana Points and you can choose any 5 spells from the Sorcerer/Wizard list and add them to your spells known.


I know its a level 20 ability reward for sticking with the class the whole game, but this is simply far too powerful. The player will select 5 more spells of 9th Level and will have 398 (343 + 40 (19 int) + 15) manna points, allowing her to cast a ninth level spell, at minimum, 21 times per day. She will also have access to 8 of her 11 ninth level spells. This far exceeds the Wizard, Sorcer, Druid, Cleric, and any other core caster in power. As I see it, there is no easy way to nerf this ability with out totaly revamping the spell progression, which I suggest. see the end of the post for my suggested revamped system.


Spells List


And now we get to the spell list. TOO SMALL, with little variation. My suggestions will come in a bit.

It seems like a lot of these things were lifted straight outta the XPH, and you are aiming for an "Arcane Psion," with less powers known in exchange for the Black Focus bennies. cool. but some CLASS WIDE suggestions are as follows:

Drop the sorcerer spells known progression- instead, let the Black mage learn 2 new spells per Black Mage level of an Available School up to the highest spell level they can cast (which would be their caster level/2, rounded down). What is an Available School? Simple, Break down every spell school into a feat that you must take to cast that school of magic; 8 feats, one for every scool except "Universal," make all universal spells available with no feat required. Next, Let Black Focus be an ability that allows the Black Mage to do ONE of the following:

1- Have a new School Available (eg, grants that school's feat).
2- Raise the DC for all saving throws and Caster level checks to overcome SR of a selected Available School by +1 (stacks with the Spell Focus and Spell Penetration feat trees).
3- Reduce the manna cost of casting a spell from a selected Available School by -1 to a minimum of 1.
thasis

10-17-05, 05:18 PM
I do like your ideas, they are all very good. But instead of reworking my system I decided just to wack down the last ability quiet a bit.

On the spell list, it is small, yes, but this class is made to be much more specific then the Core Classes. It's made to be an offensive spellcaster, with nothing but offensive spells. He however get's ALOT more flexability on what spells he's going to cast and off what level, and ON the spot.

But I did weaken down the points that were deemed unbalancing.
Flint

10-17-05, 06:27 PM
Seems pretty good, until you need to know what's the point of MPs when they actually have spells usage per day? Did you mean 'spells known'?
thasis

10-17-05, 10:06 PM
It was supposed to be Spells Known. I made that mistake with my White Mage class to. I fixed it on both however.
thasis

10-20-05, 09:54 PM
:bump!
thasis

03-06-06, 12:41 AM
I added a cool little picture, reworked the first paragraph of my description, and added skills. I'm doing a complete redux of the layout soon, I just have to get down and with it.
thasis

03-06-06, 06:32 PM
I've done a total redux of the class layout, added tons of stuff, and in general made if look up-to-date. I might to a redux of the spell list and maybe add some other abilities that are less direct offensive and more offensive boosting. Either that or create a Time Mage in the style of the Final Fantasy time mage.
thasis

03-07-06, 06:46 PM
Does anyone care about my class I worked so hard on... *cries silently to himself*
supernerd8916

03-07-06, 06:58 PM
Not bad. any other mage classes of yours?
Amazing_Triangle

03-07-06, 08:43 PM
Does anyone care about my class I worked so hard on... *cries silently to himself*

Actually I am a little impressed I thought that the mp system would be harder to intergrate
thasis

03-08-06, 09:42 PM
@supernerd I'm glad you liked it. I do have one other mage class, the White Mage. It's the counterpart to the Black Mage. Well the Black Mage focuses on offensive, the White Mage focuses on Defensive and Healing. The White Mage class uses the old and more traditional form of class organization. Not the new spiffy one I used for this class.

@Amazing_Triangle The actual MP system is relatively easy to fit into a game. The only problem with my mage classes is the limited spell list. I do hope to change both the Black Mage's and the White Mage's spell list however.

If anyone is interessted I am updating the White Mage class's format, then I'm going to work on the spell lists for both classes, and then proceading on to tweaking and then posting my Blood Mage and Time Mage class I've had in my notebooks for some time now.
Amazing_Triangle

03-08-06, 10:22 PM
My recommendation is to use Spell Compendium to help grow your spell list...
sigma999

03-08-06, 11:32 PM
If a character with this class climbs jumps top of a warrior's head, do they become a Mage Knight?
thasis

03-09-06, 12:16 PM
@Amazing_Triangle I don't have the spells compendium unfournetly... I'm kinnda broke right now.

@sigma Are you talking about Multi-Classing as a Black Mage/Fighter? If so then you could be considered a Mage Knight I guess... though that could prove to be an intressting expansion Prc.
sigma999

03-09-06, 05:01 PM
thasis: No.


http://www.nuklearpower.com/daily.php?date=060304
thasis

03-09-06, 06:56 PM
I don't realy like that site (or the comics it makes). They're overated nerd comics...
Kalriem

03-17-06, 10:46 PM
Original
Black Focus I: At fist level whenever you cast a spell from the evocation school it’s save DC is increased by one. At fifth level and every five levels thereafter this bonus increases by one.

Black Focus II: Choose one school of spells. Any spell you cast from that school costs one mana-point less then normal (with a minimum of one MP for the cost). At level 10 spells from the chosen school cost 2 less to cast (with a minimum of one for the MP cost).

Black Focus III: One per day per every five caster levels you can change one of your spells to do an extra 2d6 Holy or Unholy damage (depending on your alignment).

Black Focus IV: Once per day you can engulf yourself in one type of energy (Acid, Electricity, Ice, or Fire) for 1d4+1/4th your Black Mage level rounds. Any creature who hits you with a melee attack must make a reflex save (DC10+half your Black Mage Level) or take 1d6 damage of the energy type/ per half your Black Mage levels.

Black Focus V: You’ve hit the pinnacle of your Black Magic mastery. You now gain an additional 5 Mana Points and you can choose any single spell from the Sorcerer/Wizard list and add them to your spells known.

My Take
Black Focus I:At 1st level choose a spell school. All spells from that school have their DCs increased by one. This bonus increases by 1 at 5th level and every 5 levels thereafter.
Black Focus II: At 5th level your mastery of your chosen school increases. You spells from your chosen school cost 1 mana point less than normal (with a minimum of one for the MP cost). At 10th level and every 5 levels thereafter, their cost decreases by an additional 1 mana point (with a minimum of one for the MP cost).
At
Black Focus III: At 10th level you may augment your spells with either holy or unholy power. One per day per every five caster levels you can augment one of your spells to do an extra 2d6 Holy or Unholy damage (depending on your alignment).

Black Focus IV: Once per day at 15th level you can engulf yourself in one type of energy (Acid, Electricity, Ice, or Fire) for (1d4+1/4 your Black Mage level) rounds. Any creature who hits you with a melee attack must make a reflex save (DC10+1/2 your Black Mage Level) or take 1d6 damage per 1/2 your Black Mage levels of the chosen energy type.

[/QUOTE]
bladefingers

03-19-06, 04:39 AM
I WANT UR BABIES ... you know D@*& well who this is
thasis

03-19-06, 04:46 AM
Hello there, and yes I do know who you are. You are my loverboy ;) :P

And yes Cam, my class does rock. Worship me and my classes sexyness :P
Darkwolf_childe

03-29-06, 10:58 PM
I like this class. Very nicely done.
thasis

03-30-06, 01:10 AM
Thanx! Any comments on improvement?
Shadowheart_Maiden

03-30-06, 01:22 AM
Nice class. I'm a longtime fan of the Final Fantasy series, and have actually considered trying to create a "Final Fantasy d20" game for fun. A very nice D&D take on the class. Well done. :)
thasis

04-09-06, 11:55 PM
Thanx for the positive post. If you wish to use this in your Final Fantasy D20 their your more then welcome. Just give me a lil credit ;)
Randall_Flagg

04-10-06, 10:38 AM
Nice class. Since all the "Black Focus" Abilities have different effects, maybe you should give them names that correspond to their effects. Perhaps you could follow allong the lines of the "mana weaving". like "Focus IV" could become "Mana Shroud" or something
LiaTheQuite

05-03-06, 09:48 PM
Wow this is exactly what i have been looking for all this time! I love the Black Mages in FF and im excited to use this one as my next Charecter.
thasis

05-03-06, 11:22 PM
I'm glad that you liked it! I try my best to make classes desirable to more then just me :D
nightmaredragon

07-04-06, 05:23 PM
Nice class, have been waiting for a black mage class forever. Excellent Job!
thasis

07-04-06, 06:44 PM
Thanks, I'm glad you like it. Your free to use it if you want.
Magius_Rerecros

07-08-06, 10:38 AM
All I have to say about this class is: :w00t::clap::bow::w00t::clap::bow:

The Black Mage from the Final Fantasy games is one of the best magic systems of all time, in my opinion. And you, Thasis, successfully managed to translate it into D&D, with a few bonuses too.

Again, all I have to say is: :w00t::clap::bow::w00t::clap::bow:
wvmmafan

07-24-06, 09:35 AM
good stuff
thasis

08-14-06, 02:18 AM
Hey guys, I'm glad you liked the class. I still have some work to do on it, spice it up, but some polish on it, but for the most part it's functioning and ready to go :D
Flay Crimsonwind

08-14-06, 03:49 AM
Nicely done. It's simple, direct, easy to remember. Just like the Blackmage's like. :D
Course I see one problem.....
I don't realy like that site (or the comics it makes). They're overated nerd comics...Yeah, for that, I dunno, I think you might deserve a visit from pun-pun, yes? yes. :P ((See meh siggy. Yeah, you can understand :D :P ))
thasis

09-05-06, 05:09 PM
Bah! I'm just not a fan. I did by chance go across it the other day however, and it suddenly became quite entertaining. Still I don't make a point to go read it. *shrugs*.
thasis

09-05-06, 05:21 PM
Well I added an epic progression for my dear old class, along with a new epic feat. Enjoy!
Vadin

09-05-06, 06:02 PM
All I can say is...YAY!
Magius_Rerecros

01-23-07, 05:01 PM
Nice. But just to throw in an ironic 8-bit theater twist, you should stat out a 'Hadoken' spell and add it as a 9th level spell that you can use once per day or something ^_^
leeeroy

01-28-07, 11:29 PM
Done.

HADOKEN
Evocation[Evil, Force]
Level: 10th
Components: V,S,XP (7000),Sacrifice (1 point each of Con,Dex,Str),Backlash 42d6,Special
Casting Time: 1 Full Round Action
Range: 500 Ft. / 50 Ft.
Area: One 500 Ft. Long, 15 Ft. Wide Line/ One 50 Ft. Radius Burst
Duration: Instantaneous
Saving Throw: Reflex partial, (DC 20+Casting Ability+10)
Spell Resistance: No
Spellcraft DC: 47

This spell creates a line of force 500 feet long and 15 feet wide and tall. Anyone caught in the blast takes 20d6+3 Force damage/ Caster level (max +60). This damage ignores hardness. Anyone who fails the Reflex save is knocked prone at the end of the line. If the path is blocked by some foreign object you can more or less assume the object is destroyed. at the end of the line everyone caught in it is knocked prone and takes 10d8+2 Sonic damage/ Caster level (max +40). At the end of the line, magical energy gathers and anyone caught in the resulting explosion is pushed back to the end of the effect and knocked prone. They also take 5d10+1 Force damage/ Caster level (max +20). This damage ignores hardness. In order to cast this spell you must make a DC 45 concentration check in order to control the massive energies contained within. For each time this spell has been cast in the last 24 hours, the DC to cast the spell increases by 45. If you fail your concentration check, the spell aims itself at you and you recieve no save. You travel straight up 500 feet and you still take the backlash damage. If you survive, you fall and take damage from that also.

Special: Any time this spell is cast, a small amount of love is sucked from the world and destroyed.

Adjust for your rules, I am somewhat lenient (and somewhat unsatisfied) with epic spell creation. (yes Slander, if you guys survive that long (ya know what I mean (ooh right)))
Darth Sephiroth

01-29-07, 01:25 AM
with your Weapon Proficiencies you have a typo, you state that a White Mage has the proficiencies.