Black Wizard Core class. [Archive] - Wizards Community

Post/Author/DateTimePost
Koga:The ninja trick

08-02-05, 09:57 PM
You all may not be too familiar with these npc class, but it exsists. And too countinue the trend of making all the npc classes core as to make a nerfed yet playable game, here is the black wizard!

The Black Wizard.
http://www.eyesonff.com/fft/images/Wizard.gif
Alignment: Any.

Hit Die: d4.

Class Skills
The black 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).

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Black Wizard

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon familiar, x2 Domain 5 3 — — — — — — — —
2nd +1 +0 +0 +3 6 4 — — — — — — — —
3rd +1 +1 +1 +3 6 5 -- — — — — — — —
4th +2 +1 +1 +4 6 6 3 — — — — — — —
5th +2 +1 +1 +4 Bonus Domain 6 6 4 -- — — — — — —
6th +3 +2 +2 +5 6 6 5 3 — — — — — —
7th +3 +2 +2 +5 6 6 6 6 4 — — — — —
8th +4 +2 +2 +6 6 6 6 6 5 3 — — — —
9th +4 +3 +3 +6 6 6 6 6 4 — — — — —
10th +5 +3 +3 +7 Bonus Domain4 6 6 6 6 5 3 — — — —
11th +5 +3 +3 +7 6 6 6 6 6 4 — — — —
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3 — — —
13th +6/+1 +4 +4 +8 6 6 6 6 6 4 — — — —
14th +7/+2 +4 +4 +9 6 6 6 6 6 5 3 — — —
15th +7/+2 +5 +5 +9 Bonus Domain.6 6 6 6 6 6 4 — — —
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 —
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 —
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Bonus Domain 6 6 6 6 6 6 6 6 6 6
Weapon and Armor Proficiency: Black Wizards 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 wizard’s movements, which can cause her spells with somatic components to fail.

Spells:
A black wizard casts arcane spells spontanously.

To cast a spell, the black wizard must have an charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a black wizard’s spell is 10 + the spell level + the black wizard’s Intelligence modifier.

Bonus Feat:
At any even level, a black wizard may choose any feat as a bonus feat, but only once.

0 Level spells:
A black wizard begins play knowing all 0 level spells from the sorcerer/wizard spell-list.

Domains:
At first level the black wizard knowns 2 domains and gains an additional domain every 5 levels. These are the only spells a black wizard knows, drawn from the domain lists below.
Abjuration Domain
0—resistance; 1st—shield; 2nd—resist energy; 3rd—dispel magic; 4th—remove curse; 5th—mage's private sanctum; 6th—greater dispel magic; 7th—banishment; 8th—mind blank; 9th—prismatic sphere.

Antimagic Domain
0—detect magic; 1st—protection from chaos/evil/good/law; 2nd—obscure object; 3rd—dispel magic; 4th—minor globe of invulnerability; 5th—break enchantment; 6th—antimagic field; 7th—spelt turning; 8th—protection from spells; 9th—mage's disjunction.

Battle Domain
0—daze; 1st—true strike; 2nd—protection from arrows; 3rd—greater magic weapon; 4th—fire shield; 5th—interposing hand; 6th—transformation; 7th—power word blind; 8th—moment of prescience; 9th—time stop.

Cold Domain
0—ray of frost; 1st—chill touch; 2nd—chill metal (as 2nd-level druid spell); 3rd—sleet storm; 4th—wall of ice; 5th—cone of cold; 6th—freezing sphere; 7th—delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage); 8th—polar ray; 9th—comet swarm (as meteor swarm, but deals cold damage instead of fire damage).

Conjuration Domain
0—acid splash; 1st—mage armor; 2nd—web; 3rd—stinking cloud; 4th—summon monster IV; 5th—wall of stone; 6th—acid fog; 7th—summon monster VII; 8th—maze; 9th—gate.

Divination Domain
0—detect magic; 1st—detect secret doors; 2nd—see invisibility; 3rd—arcane sight; 4th—arcane eye; 5th—prying eyes; 6th—true seeing; 7th—greater arcane sight; 8th—discern location; 9th—foresight.

Enchantment Domain
0—daze; 1st—charm person; 2nd—hideous laughter; 3rd—suggestion; 4th—confusion; 5th—hold monster; 6th—greater heroism; 7th—insanity; 8th—mass charm monster; 9th—dominate monster.

Evocation Domain
0—light; 1st—magic missile; 2nd—flaming sphere; 3rd—lightning bolt; 4th—shout; 5th—wall of force; 6th—forceful hand; 7th—mage's sword; 8th—telekinetic sphere; 9th—crushing hand.

Fire Domain
0—flare; 1st—burning hands; 2nd—scorching ray; 3rd—fireball; 4th—wall of fire; 5th—cone of fire (as cone of cold, but deals fire damage instead of cold damage); 6th—summon monster VI (fire creatures only); 7th—delayed blast fireball; 8th—incendiary cloud; 9th—meteor swarm.

Illusion Domain
0—ghost sound; 1st—disguise self; 2nd—invisibility; 3rd—major image; 4th—phantasmal killer; 5th—shadow evocation; 6th—mislead; 7th—mass invisibility; 8th—scintillating pattern; 9th—shades.

Necromancy Domain
0—disrupt undead; 1st—ray of enfeeblement; 2nd—false life; 3rd—vampiric touch; 4th—fear; 5th—waves of fatigue; 6th—circle of death; 7th—control undead; 8th—horrid wilting; 9th—energy drain.

Storm Domain
0—ray of frost; 1st—obscuring mist (as 1st-level cleric spell); 2nd—gust of wind; 3rd—lightning bolt; 4th—ice storm; 5th—control winds (as 5th-level druid spell); 6th—chain lightning; 7th—control weather; 8th—whirlwind (as 8th-level druid spell); 9th—storm of vengeance (as 9th-level cleric spell).

Transmutation Domain
0—mage hand; 1st—expeditious retreat; 2nd—levitate; 3rd—haste; 4th—polymorph; 5th—baleful polymorph; 6th—disintegrate; 7th—reverse gravity; 8th—iron body; 9th—shapechange.
Of Flame And Ash

08-02-05, 10:21 PM
Hmmm...I kind of like the theme-based domains....

Thing is, the DM should be able to make up additional domains according to the player's wishes...for instance, if the player wanted an Ice domain, or a Lightning domain, etc. I know that DMs can do anything, but it might be a good idea to suggest this for DMs who are very rule oriented.

Anyway, it's very well-balanced, maybe should be called the Black Sorcerer? :cool: Anyhoo, good work.

-Of Flame And Ash-
Lord Schpungus

08-03-05, 01:10 AM
I had a similar idea for an NPC class, using wizard domains as spell lists. Here are a few I came up with. They only go to 5th, as that's what level my class' spells go to, but they're a start. I called them Talents.


Survival Talent 0—know direction; 1—endure elements; 2—protection from arrows; 3—neutralize poison; 4—detect scrying; 5—mordenkainen’s private sanctum

Doorways Talent 0—open/close OR silent portal (moF); 1—hold portal; 2—arcane lock; 3—Sign of Sealing (CA); 4—dimensional anchor; 5—Wall of Dispel Magic(Und)

Light Talent 0—dancing lights; 1—nimbus of light (CD); 2—Blaze of Light (HoB); 3—Daylight; 4—Blistering Radiance (CA); 5—Anger of the Noonday Sun (CD)

Fear Talent 0—Ghost sound; 1—Cause Fear; 2—Scare; 3—Hold Person; 4—Fear; 5—Nightmare

Sleep Talent 0—lullaby; 1—sleep; 2—daze monster; 3—deep slumber; 4—rainbow pattern; 5—dream

Travel Talent 0—mage hand; 1—expeditious retreat; 2—spider climb; 3—fly; 4—dimension door; 5—teleport

Telekinesis Talent 0—mage hand; 1—unseen servant; 2—levitate; 3—wind wall; 4—resilient sphere; 5—telekinesis

Leomund’s Talent 0—mending; 1—nystul’s magic aura; 2—leomund’s trap; 3—leomund’s tiny hut; 4—leomund’s secure shelter; 5—leomund’s secret chest

Wind Talent 0—message; 1—feather fall; 2—gust of wind; 3—wind wall; 4—air walk(as Clr 4); 5—boreal wind (FB)

Shapechanger Talent 0—mending; 1—enlarge person OR reduce person; 2—alter self; 3—gaseous form; 4—polymorph; 5—baleful polymorph

Electricity Talent 0—electric jolt (moF); 1—shocking grasp; 2—electric loop (PG); 3—lightning bolt; 4—shocking wall(as wall of fire, but electricity damage)5—arc of lightning(CA)

Undead Talent 0—disrupt undead; 1—ray of enfeeblement; 2—command undead; 3—halt undead 4—animate dead; 5—summon undead V (see PG, PG errata)

Jester Talent 0—dancing lights; 1—hideous laughter; 2—pyrotechnics; 3—blink; 4—shadow conjuration; 5—break enchantment

Swarm Talent 0—Detect Poison; 1—Speak with Vermin; 2—Summon Swarm; 3—Gaseous Form; 4—Giant Vermin; 5—Insect Plague

Force Talent 0—Mage Hand; 1—Mage Armor OR Magic Missile; 2—Force Ladder (moF); 3—Blast of Force(CD); 4—Resilient Sphere; 5—Wall of Force

Telepathy Talent 0—message; 1—comprehend languages; 2—detect thoughts; 3—clairvoyance; 4—locate creature; 5—telepathic bond
Jammin8915

08-11-05, 06:03 PM
i like what lord said, that makes sence. you really should make the chart so it is readable, if you actually want people to read all the stuff, that is.
Wildonion

08-11-05, 08:14 PM
Consider it a service. :)


Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Summon familiar, x2 Domain
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Bonus Domain
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 Bonus Domain
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 Bonus Domain
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 +12 Bonus Domain

For some reason the spells per day is a bit wacky, so I'm not sure if some of the #'s were just forgotten or what.
A Man In Black

08-11-05, 08:54 PM
This is weird. This is a sorcerer that starts off hideously weak, with two spells that may or may not actually be useful at each level, but by level, say, 15, he knows more spells than any sorcerer, and probably has more useful spells.

I don't see how it fixes the wizard/sorcerer to make them even weaker at lower levels, but even stronger at high levels.