Black Mage (P.E.A.C.H.) [Archive] - Wizards Community

Post/Author/DateTimePost
deshrimp

08-02-07, 12:23 AM
Hey everybody. Its me, your black mage class maker again. My last attempt at it was a bit underdeveloped, however I have modified it quite a bit. 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 he attempts to cast a spell, there is a chance that it will backfire. Roll a d20 everytime you cast a spell, and if you fumble, (a roll of 1 on a d20), the spell itself explodes into an ball of raw magical energy dealing 1d6 damage per caster level to everything (including the black mage) within an 5ft per caster level 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 fumble the roll. Everyone caught within the blast, except for the Black Mage, makes a Ref Save DC 10 + caster level (after unpredictable mod) + Int Mod for half damage (the Evasion ability only applies to those within 5 feet of the edge of the blast). The spell is wasted if a nat 1 is rolled.

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, including DC. This addition does not increase the non-damage variables past thier maximums. Example: A 5th level black mage with an int mod of +3 casts magic missile, and rolls a nat 20. His spell is cast at caster level 7, and he then adds his 3 to the total damage of the spell, the total number of targets (not to exceed the maximum), the total number of projectiles (not past the maximum), and the DC.

NOTE:
* All spells that have caster level variables with maximums are not increased past this maximum regardless of his Unpredictable caster level.
* 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 spell does not backfire like normal. It instead backfires when the scroll or magic item is used. If the item has more than one use (i.e. wands) each use of it backfires.
* If the Black Mage attempts to creates a magic item or scroll, He must still roll the ooops factor roll. If he rolls a nat 20, the overload applies to the scroll when it is cast. If the item has more than one use (i.e. wands) each use of it is treated as being overloaded.

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 in place of an arcane ability

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 MageLVL 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: AbilitiesLEVEL 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 Daylvl 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, 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)
Phelix_the_Warrior

08-02-07, 12:39 AM
I like your "unpredictable" rule

you've inspired me to make a red mage
deshrimp

08-02-07, 05:32 PM
Well, The Unpredictable ability is just a variation of the Wild Mage's random magic class ability. Also I needed something to help balance out the bonus feats and arcane abilities.

Good luck on the red mage, although they have a Red Mage Prestige class already, it would be interesting to see how you develop the Final Fantasy Red mage. As for the True FF black mage I would have had to make a new spell list, and i didnt feel up to it right now. maybe sometime in the future.

Keep me informed on the Red Mage. Id be glad to help with it. (hmmm....I think its time for the white mage to make an appearance.)
deshrimp

08-05-07, 03:27 PM
Ive updated the class with a few grammer and simple fixes to clearify some of the abilities.

Ive also added an explosion side effect to the Unpredictable ability.

Please continue to PEACH.
Jalathas

08-06-07, 01:11 AM
It looks pretty cool, but I'm confused about the fumble/explosion part of Unpredictable. Do you roll a d20 every time you cast a spell to see if you fumble, or does the rule only apply to spells that require an attack roll? Also, what does the "8 spells he learns as a sorcerer" part of the Trademark ability mean?
deshrimp

08-06-07, 02:53 AM
Hey thanks, i didnt even notice that. You roll a d20 everytime you cast a spell. and if you fumble, aka roll a 1, the spell explodes per the description.

Next, The trademark ability has been removed. But to answer you question, the '9' not '8' (typo in the description) "spells he learns as a sorcerer" refer to the 1 spell per spell level that he gains the spell mastery feat for.
Its as if he gains the spell mastery feat for that one spell only every spell level.

Hope that cleared it up.

Ive made a couple of changes.
1. Added d20 die roll to every spell cast.
2. Renamed the unpredictable side effect to 'Ooops Factor'.
3. Completely removed Trademark ability.

Future Updates
1. Saving Throw/No Saving Throw for Ooops Factor explosion?
baby_kamikaize_kobold

08-06-07, 10:25 AM
I like the whole concept. but your lack of haduken saddens me. Just kidding very well thought out. the oops factor is the best part personally I might use thing in a game.
deshrimp

08-06-07, 07:31 PM
The Hadoken was an 8-bit theater ability. Seeing as how this is a varient Wizard, I felt that it was not needed. I may in the future decide to recreate the other classes from Final Fantasy, but at this point in time I dont feel like it.

The Ooops Factor is so named for the simple reason that if such an event occured, should the Black Mage survive, he would probably use the phrase "Ooops".
baby_kamikaize_kobold

08-07-07, 07:40 PM
umm itried to make a character of this to see how the class was and I came across a problem. It says that it can cast read magic without a preperation but it can only use evocation and conjuration. Did you intend this or is it just a mistake?
deshrimp

08-07-07, 08:17 PM
To be honost, I didnt even notice it. Technically even though its not of the two schools, I would assume that its the only spell they learn not of those two schools. It would make sense too. Why would they not learn that spell when they spend most of thier lives seeking a greater magic power.

So the answer is yes they can learn only that non evocation/conjuration spell. That is unless you take the Non-Black Magic Study arcane ability.

Hope that cleared it up. Let me know of any other problems, specially since I cant really test it. (no group/schedule conflict).
LoneFlame

08-07-07, 09:04 PM
I find a Black Mage without Hadoken to be heresy. But I don't really like some of these 'flavor things'. Black Mages don't need Familiars. Period. All they need is Hadoken and a world filled with love
deshrimp

08-08-07, 12:15 PM
Once again, This isnt the true 8-bit theater Black mage. If your looking for that, go to nuklearpower for it. This is how I envisioned a Black Mage.

As for a familiar, I've been thinking about it, and its currently a toss up whether or not the final cut will include it or not.
baby_kamikaize_kobold

08-09-07, 10:36 AM
In my opinion the familiar makes the black mage too much like a wizard. You never saw a blackmage with a familiar in any of the games. Actually it really resembles the warmage. Is that what you based it on or was it the wizard?
deshrimp

08-09-07, 01:53 PM
Its based on a mix between FF, D&D, Generic RPGs, MMOs, and my own mind.

I've been thinking about the familiar. I might include it as an Arcane Ability. That way, you can get it, but its not a part of the class's main abilities. In fact, thats what im going to do for now.

Updated
* Removed Familiar ability
* Added Arcane Ability Familiar
ChaosUnleashed

08-14-07, 11:45 AM
I love the 'oops factor.' Makes it seem more real. Not everything a mage does is going to be perfect everytime, especially if they're in a hurry to get power!

I'd love to see the effect, but wouldn't want to be in the way when it did! I'll just sit on a cliff overlooking it all and laugh as the mage, along with his friends gets burned. Oooooo, a BBQ!!! (if you like magical cooking.)
deshrimp

08-14-07, 02:27 PM
That made me think about the ooops factor. I need to change the explosion description a bit.

Updated Ooops factor damage description.
Ultima0071

08-14-07, 02:56 PM
Great class! If I am right, then this is based off of final fantasy??? If so, add more flavor to it. Right now I just see a wizard/sorceror with a few extra abilities. If you want, I can help you develop the magic system you needed. It would make this class a whole lot better:plotting:
deshrimp

08-14-07, 06:34 PM
As far as the magic system goes, Its more of the magic spells. Mana might also play a roll in that system. Actually it would. as for the class itself, like i mentioned earlier in this thread -> Its based on a mix between FF, D&D, Generic RPGs, MMOs, and my own mind
deshrimp

08-22-07, 05:25 PM
Updated.

Added:
* couple of pics of a black mage.
* minor grammer and typos.
deshrimp

08-27-07, 10:44 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.
deshrimp

08-28-07, 01:54 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.
darkneolink

08-28-07, 06:41 PM
I really like it (I don't mind the lack of hadoken... I mean that should stay on comedy based campaigns... or evil campaigns) I can picture it

Barb: we are surrounded
Black mage: if I get to magic missile the chieftain we might have a distraction

*casts magic missile and fumbles... the explosion kills all their enemies and leave the party wounded

Black mage: ooops?

a Kender black mage would be totally destructive (the Kender is also know for the dread kender oops)
deshrimp

08-29-07, 10:38 AM
I can picture it

Barb: we are surrounded
Black mage: if I get to magic missile the chieftain we might have a distraction

*casts magic missile and fumbles... the explosion kills all their enemies and leave the party wounded

Black mage: ooops? Heh thats gooda Kender black mage would be totally destructive (the Kender is also know for the dread kender oops)Not only do you have the unpredictability of the black mage's spells, you also have to worry about the unpredictability of his hands :P
deshrimp

08-29-07, 10:46 AM
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 (again) It is now empower not maximize.
Khael

08-29-07, 11:07 AM
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. 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 (or group) until the 1d4 rounds have expired.
Prerequisites: Must have been actively provoked or had their power challenged at least 3 times before.


This needs some serious re-wording - I assume the prerequisite means at three separate points in time, right?
Now, it works if someone challenges his power or attacks, right? You need to put in whether it involves actions, his own will even (the first fight of a day involves a challenge to his power - Does he get -4 to AC for this turn, or from his turn? Or does he activate it on his turn etc.)
Also what counts as provoking the black mage? Stabbing him, yes, hurling fireballs etc., but does attacking the town, his friends etc. count or is it a DM choice thing?


Also I would be in the hadoken line, but for two things AKA valid excuses for why a black mage class does NOT need a hadoken ability:
1) Hadoken is a spell. A comical spell but a 9th level spell nevertheless (Some day I will have a wizard learn and cast the Urda Pugneus/Hadoken too. Cookie for anyone who can say why this is suicide short of Death pact.).

2) Very few abilities have the prerequisite "Sacrifice nine orphans to a nameless chaos god and sign his contract, involving a lot of laughter on his part". Even if that ability in question isn't actually a spell mascarading as a SLA.
A couple of PrCs do, but no abilities. Let it remain this way
deshrimp

08-29-07, 01:58 PM
This needs some serious re-wording - I assume the prerequisite means at three separate points in time, right?
Now, it works if someone challenges his power or attacks, right? You need to put in whether it involves actions, his own will even (the first fight of a day involves a challenge to his power - Does he get -4 to AC for this turn, or from his turn? Or does he activate it on his turn etc.)
Also what counts as provoking the black mage? Stabbing him, yes, hurling fireballs etc., but does attacking the town, his friends etc. count or is it a DM choice thing?I see your point. Provoking or Challenge is a verbal or somatic action that actually refers to the Black Mage's power. Or If you want (DM Approval), allow aggravation different ways. The Angry Casting actually begins on the black mages round. Example

Evil Mage's turn: So Your a (sacarastic) Black Mage (end sarcasm). I dont see anything (sarcasm) special or powerful (end sarcasm) about you.
Points and laughs at Black Mage.

Black Mage's turn: Begin Angry Casting after saying some aggravated comment or statement.

Angry Casting is really an ability that actually requires some sort of Role Playing on both the DM (or player) and the Black Mage.

1) Hadoken is a spell. A comical spell but a 9th level spell nevertheless (Some day I will have a wizard learn and cast the Urda Pugneus/Hadoken too. Cookie for anyone who can say why this is suicide short of Death pact.).Actually, I found a spell that is similar to the Hadoken. Its a Maximized and Empowered Lightning Bolt Spell. Simply change the damage to 2d6 per level, no max, the verbal, somatic, and visual descriptions slightly and Viola. Hadoken
2) Very few abilities have the prerequisite "Sacrifice nine orphans to a nameless chaos god and sign his contract, involving a lot of laughter on his part". Even if that ability in question isn't actually a spell mascarading as a SLA.
A couple of PrCs do, but no abilities. Let it remain this wayNow thats funny.
baby_kamikaize_kobold

08-29-07, 09:32 PM
I tried it again and it played very well it didn't seem over powering and it wasn't too weak good job dude.
Avenger314

08-30-07, 08:51 AM
This is a good job. I might even suggest making the 'oops' factor less deadly. The reason is that no other spellcaster suffers from a similar problem. You might want to consider having some extra benefit kick in if the Black Mage rolls a natural 20.
deshrimp

08-30-07, 09:44 AM
YES!!!! IT LIVES!!! IT LIVES!!!!!......sorry I've always wanted to say that. Glad to know it works. In fact it makes me very happy to know that the class has been play tested. Make sure to let me know of any problems you find b_k_k.

Avenger, that is a good idea. what you have in mind?
Elloni

08-30-07, 09:46 AM
For my part i would ask for a review or more carefully wording of the ooops factor

The effet is very interesting, a 80feet radius area of effect spell... only a few spell can cover such an area, and the damage type (magic is not a damage type, you could rather give it a randomly selected elemental damage type) and save feature are unprecise (reflex save allowed for half for anyone except the black mage coud be more logical)

Note than the initial spell level actualy don't change anything to the effect. Ok a 18th level mage generating such an effect is not that incredible, but he is as writen able to do it even while casting a 0th level spell...
Rather than a potential based on caster level, you could have only one ability but based on spell level (1d6 damage and 10feet radius per spell level)
And please word the capacity so than a black mage won't be able to fumble willingly a spell.
deshrimp

08-30-07, 09:49 AM
Thats a good point Elloni. So changed. Just give me a minute to make the corrections. As for the fumble part, thats why I added that the black mage has to roll a d20 every time.
Avenger314

08-30-07, 10:08 AM
YES!!!! IT LIVES!!! IT LIVES!!!!!......sorry I've always wanted to say that. Glad to know it works. In fact it makes me very happy to know that the class has been play tested. Make sure to let me know of any problems you find b_k_k.

Avenger, that is a good idea. what you have in mind?

A couple of ideas for what may happen on a 20:
That spell's level is increased by one for free, as if by the 'Heighten Spell' feat, but without increasing casting time or using a higher spell level/slot.
The caster gains a bonus on saving throws equal to the level of the spell until he end of his next action.

Oh! I just had a thought midway through this post:
Perhaps you might consider swapping in some of the features of the wilder (Expanded Psionics Handbook)? Maybe add an overchannel mechanic or surging euphoria. It's well-constructed and would fit perfectly into your concept: Overchannel implies hurting oneself to get more power. Surging Eurphoria implies special powers after casting a particularly nice blasty spell.
deshrimp

08-30-07, 10:25 AM
Ok, Ive added the 20 roll ability overload. Its simple and nice. The fumble has been reworked.

Giving him the heighten spell modification doesnt really work. cause he already has the unpredictable change.

As far as the overchannel and Surging Eurphoria, It doesnt fit that well. Since he already has the overchannel ability to an extent. And the surging euphoria is the nat 20 roll.
deshrimp

08-30-07, 10:33 AM
Ok Updated

Heres 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
darkneolink

08-30-07, 12:33 PM
well... in case of a 20... how about this

If the black mage rolls a nat20 the spell is considered maximized (o empowered... or both) at no special cost from the caster (except for the spell usual cost)

some better wording but... something around that or...

If the black mage rolls a 20 the spell is not lost from his memory and he can use it again later that day

This extra spell can be quite good

and about the magic blast... how about

The black mage and any creature within 5 (or 10 if you can make it more deadly) can't make a save all the other creatures can make a DC as if they were saving from the spell but ading a +2 to the DC for every 5 black mage level. The damage is force damage (or the same kind of energy the original spell used thus a firebal would be firedamage... positive or negative energy spell would be force)
deshrimp

08-30-07, 01:45 PM
The damage is just that damage. No energy type. That is because it can affect everyone and everything. As far as the save. Ill just change it to a save, and forced back to edge. BY Shear cause and effect, (NO FORCE DAMAGE)
deshrimp

09-04-07, 01:33 AM
Updated.

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

12-06-07, 09:56 PM
I love this build to bits.:bow: this is exactly what i need for my random, "Just-For-Fun" campaigns (they always tend to be a bit insane)

However i was wondering about the spell list available to the black mage, you specified the PHB, what if i were to use the spell compendium or similar books as well? can you think of any reason that wouldnt work?
Shinigami42

12-07-07, 10:03 AM
This may be covered in the actual rules, but what happens if the BM fumbles in an enclosed area? Would people be thrown against the walls hard enough to deal damage? If so, how much? Would a Great Wyrm Red Dragon be thrown back as far a a Token Worthless Kobold? Would creatures immune to all magic still be damaged or thrown back?