Black Mages (by Koumei of TGD) wear blue robes and pointy hats. I mean they don’t have to, but nothing says “I’mma fuck your shit up” like a blue robe and a pointy hat. They use black magic and are known for using excessive amounts of fire, lightning, and ice to solve their problems. They also know some utility magic but that’s usually not so much their passion.
Playing a Black Mage: A Black Mage is at home in large scale combat. They can both call upon powerful destructive forces, annihilating large numbers of people at once, and they can also take care of things that a good commander thinks of like food, drink, trenches, fortifications, intel, and the like. A Black Mage is commander and heavy artillery rolled into one.
Starting Age: As Sorcerer
Starting Equipment: 5d4x10gp
Hit Die: d6
Skill Points: 4+Int
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Forgery, Gather Information, Heal, Intimidate, Knowledge (all), Listen, Profession, Ride, Sense Motive, Speak Language, Spellcraft, Spot
Weapon and Armor Proficiency: Simple and Martial Weapons, Light and Medium Armor
|1st||+0||+0||+2||+2||Elemental Exchange (Fire, Cold), Armored Mage||4||2||-||-||-||-||-||-||-||-|
|2nd||+1||+0||+3||+3||Create Water, Create Food||5||3||-||-||-||-||-||-||-||-|
|3rd||+1||+1||+3||+3||Purify Food and Drink||6||4||2||-||-||-||-||-||-||-|
|5th||+2||+1||+4||+4||Swift Cast 1/day, Elemental Exchange (Acid, Electricity)||6||6||4||2||-||-||-||-||-||-|
|6th||+3||+2||+5||+5||Limitless Spell Force||6||6||5||3||-||-||-||-||-||-|
|9th||+4||+3||+6||+6||Weaken Defenses, Elemental Exchange (Sonic)||6||6||6||6||4||2||-||-||-||-|
|10th||+5||+3||+7||+7||Swift Cast 2/day, Chain Spell||6||6||6||6||5||3||-||-||-||-|
|13th||+6/+1||+4||+8||+8||Heroes’ Feast, Elemental Exchange (Force, Negative)||6||6||6||6||6||6||4||2||-||-|
|15th||+7/+2||+5||+9||+9||Swift Cast 3/day, Arcane Ordnance||6||6||6||6||6||6||6||4||2||-|
|20th||+10/+5||+6||+12||+12||Swift Cast 4/day, Arcane Siege||6||6||6||6||6||6||6||6||6||5|
Spellcasting: The Black Mage automatically knows every spell on their class list that they are a high enough level to cast. They cast spells spontaneously, without preparation. The ability score that determines their spellcasting is Intelligence. Unless stated otherwise, any class features that affect her spells will only affect those gained from Black Mage levels, not other classes.
Armored Mage (Ex): When wearing any armor they are proficient with a Black Mage suffers no arcane spell failure.
Elemental Exchange (Su): If a spell deals a specific type of energy damage (Acid, Cold, Electricity, Fire, Sonic, Force, Negative, Desiccation, etc.), the Black Mage can elect to swap it to Fire or Cold damage – later, more energy types become available. This is not an action and does not affect the spell in any other way, unless the spell has an energy descriptor, in which case it changes to match the new one (so you won’t have a Cold Fireball being a [Fire] spell). This applies to any spells the Black Mage can cast, not just her Black Mage ones.
Create Water (Sp): The Black Mage can Create Water as a Spell-like ability at will. The Caster Level is equal to her class level.
Create Food (Sp): The Black Mage can Create Food as a Spell-like ability at will. This creates one pound of nutritious, if bland, non-descript food per class level and uses a Standard Action. Consider it the equivalent of a military MRE designed to keep for long times. Yeah, I can see you salivating already.
Purify Food and Drink (Sp): The Black Mage can purify food and drink as a Spell-like ability at will.
Energy Effect (Su): When casting spells that deal energy damage, a special effect occurs, based on the energy type:
- Acid: The target becomes Sickened for 1d4 rounds.
- Cold: The target becomes numb, dropping whatever they are holding.
- Electricity: The target is momentarily shocked, becoming Staggered for 1 round.
- Fire: The target catches On Fire.
- Sonic: The target is Deafened for 1 minute.
The effects only occur if the target is damaged. If a spell causes multiple damage types, only one effect can be chosen per target. Targets are entitled to a Fortitude save to negate this effect (DC 10 + half the Black Mage’s HD + her Int modifier). If the original spell allows a saving throw, then passing that save negates the effect instead of making someone roll two saves.
Swift Cast: Once per day per five class levels, the Black Mage can cast a spell as a Swift Action. This only applies to spells that can be cast as a full round or less, however it does not change the spell level or any other aspect. It DOES change the casting time, in the exact manner that was just stated.
Limitless Spell Force (Su): If a spell has effects that increase with caster level (one ray per 4 levels beyond 3rd, 1d6 per level, 2 targets per level etc.) and usually has a limit on this increase, ignore the limit: the effects increase with the Black Mage’s caster level indefinitely.
Explosive Spell (Su): When casting a damaging spell with an area of effect, the Black Mage may elect to make it an Explosive spell. All targets who take damage must succeed on a Fortitude save or be sent flying. The DC is 10 + half the Black Mage’s HD + her Int modifier. They are hurled in the direction the spell struck them from, moving to the outer edge, and half the distance travelled again (so if they would need to move 10’ to leave the area of effect they would be moved 10+5 = 15’. If they had to move 100’ they would end up being knocked 150’), then land prone. If a solid barrier prevents their movement, they take 1d6 Bludgeoning damage for every 10’ of movement denied. Yes, the Black Mage may pinball people with a bouncing Lightning Bolt.
Energy Surge (Su): Even greater effects apply to Black Mage spells that deal energy damage. The Black Mage may elect to apply Energy Effect or Energy Surge, but not both at once. As with Energy Effect, there is a saving throw.
- Acid: The target takes 1d4 Strength damage as muscle or other supportive tissue or structure is eaten away.
- Cold: The target becomes Slowed for 2d4 rounds as joints and body parts freeze.
- Electricity: The target is Stunned for 1 round.
- Fire: The target becomes Exhausted for 2d4 rounds.
- Sonic: The target is knocked Prone and Dazed for 1 round.
Weaken Defenses (Su): Any foe who suffers damage from a spell cast by a Black Mage takes a penalty on their Armor Class, Damage Reduction, Spell Resistance and Energy Resistances until the beginning of the Black Mage’s next turn. This penalty is equal to the spell level.
Chain Spell: When casting a single-target spell (whether a single target is designated or it is a ray, orb etc. – even if multiple targets can be selected but only one is chosen, but not for area-of-effect spells) with a casting time of one round or less, the Black Mage can make it chain out to other targets. This increases the casting time to take up one round and then a full round action on the following turn. The spell will then chain out, with half of its original effect, to a number of secondary targets up to half her caster level. They are still entitled to any saving throws, and no-one may be targeted multiple times (additional chains are wasted if there are too few targets). The maximum distance from primary to secondary target is equal to half the original range.
By adding yet another full round to the casting time, the secondary targets will then chain out to tertiary targets (but they can’t all chain back to each other. Again, any given person is effected only once per casting).
Rallying Spell: Whenever the Black Mage casts a spell that successfully takes a foe out of combat, she may elect for it to become a rallying spell. There is a blast of loud noise and she lights up (suppressing any Darkness effects) for one round, and all allies within 30’ gain a morale bonus on Attack rolls and Will saves equal to the spell level, lasting for one round.
Energy Blitz (Su): Incredible effects apply to Black Mage spells that deal energy damage.
The Black Mage may elect to apply Energy Effect, Energy Surge or Energy Blitz, but no combination of the three at a time. As with Energy Effect and Surge, there is a saving throw
- Acid: All of the target’s non-magical equipment is dissolved immediately, and they are Blinded for 10 minutes.
- Cold: The target is Paralyzed for 1 round and then Slowed for 2 more.
- Electricity: The target becomes Confused and Entangled for 10 minutes.
- Fire: The target become an inferno, set On Fire for 5d6 [Fire] damage per round, and setting any adjacent creatures On Fire at the start of their turn.
- Sonic: The target is knocked Prone, Staggered, and unable to stand for 4 rounds.
Heroes Feast (Sp): Once per day, the Black Mage may cast Heroes Feast as a Spell-like Ability, except that it can affect three times as many people. This may be cast again if a major victory is scored (such as the defeat of an enemy army or capture of a large castle. Ask your DM).
Instant Fortress (Sp): The Black Mage may summon a Fortress as a Spell-like Ability. The fortress appears after three consecutive rounds of concentration, and then functions like the item of the same name. If packed up, then it regenerates all damage within 24 hours. If destroyed, it takes a week for another to be called forth. If the concentration time is extended out to one minute, then the fortress appears as two towers connected by a wall 25’ tall, 10’ thick and 50’ long, with arrow slits and battlements at the top. If extended out to ten minutes, it becomes four towers, each connected by one such wall in a square formation, with a 60’ tall tower in the center, connected to the walls by 10’ thick, 10’ tall, and 20’ long corridors.
The fortress requires as much time to pack up as to set up.
Arcane Ordinance (Su): By focusing for two full rounds in addition to the original casting time, the Black Mage may quadruple the area of effect of an area spell. By focusing for five rounds in addition to the original casting time, she may multiply the area by ten. However, either benefit will only apply to the first round (unless Instantaneous), unless the Black Mage maintains concentration on the spell.
Energy Mastery (Su): Whenever the Black Mage kills a target with a spell that deals a type of Energy damage that she could change a spell to do (Acid, Cold, Electricity, Fire, Force, Negative, and Sonic) there is an explosion of energy. Everyone adjacent to the target takes 1d4 damage of the same type per caster level (Reflex half, DC 10 + half the Black Mage’s HD + her Int modifier), with no Effects, Surges or Blitzes applied to this. This is not a spell, so anyone slain by this does not also explode, creating an infinite peasant chain of ordnance.
Dimensional Fortress (Sp): Once per day, the Black Mage may cast Mordenkainen’s Magnificent Mansion. Anyone who attempts to gain entry uninvited triggers an alarm and a Disintegrate effect. The DC of this effect is 10 + half the Black Mage’s hit dice + her Caster Level.
Hellstorm (Su): Once per day, the Black Mage may call a devastating blitz of arcane power upon her foes, designed to force everyone to stay in cover, but also doing a reasonable job of tearing buildings apart so the battle can truly begin.
The Black Mage must spend a full round action concentrating, and then designate the area of effect: two 10×10′ squares per caster level. After this, the effect is out of her hands – even if she wants to, she can’t stop it. The area is struck by an Earthquake that lasts for one minute, and every round, a single meteor (as per Meteor Swarm) strikes the location of her choosing (if she does not make a selection, a random area is picked, generally large or tall targets such as buildings go first) until the meteor is up. Anyone inside a structure that is not destroyed by the earthquake/meteor is perfectly safe from this damage.
Additionally, anyone who is not enjoying physical cover of at least 50% takes Acid damage and Fire damage, each equal to the Black Mage’s class level, every round. The only way to avoid this (aside from energy resistance/immunity) is to gain cover or leave the area of effect.
At the end of the minute, all effects stop, except for the pits and difficult ground, which is instantaneous and thus doesn’t go away, and everyone within the area must make a Fort save (DC 10 + half the Black Mage’s hit dice + her Int modifier) or be Stunned for 3 rounds, allowing the invading army to rush in and start the violence.
Dragonflight Bombardment (Ex): The Black Mage gains a loyal ally, a Dragon with a CR that must be at least 3 less than the Black Mage’s character level. If it dies, another turns up in 1d6+6 days. This dragon acts as a mount, and will gladly fight in melee or rain its breath weapon down upon the battlefield. Additionally, as long as both are in physical contact, the Black Mage may cast any damaging spell through the dragon, affecting everyone in the Area of Effect of the breath weapon. If the duration was more than Instantaneous, it becomes “one round”.
Arcane Siege (Su): Three times per day, the Black Mage may target a building she can see and, as a Supernatural Ability, cause it to crack open. If the building fails a Fortitude save (use the best save of the inhabitants, if none it automatically fails) it splits apart, tumbling to the ground and dealing 20d6 damage to all of the inhabitants who are likely trapped and unable to escape. Clouds of dust equal to a Sandstorm are churned up for 1 minute, as well.
Level 1: Alarm, Burning Hands, Detect Scrying, Detect Secret Doors, Disguise Self, Endure Elements, Entangle, Grease, Mass Rouse1, Mass Stand1, Mount, Obscuring Mist, Shocking Grasp, Silent Image, Ventriloquism
Level 2: Arcane Lock, Continual Flame, Fireball, Jet of Steam2, Gust of Wind, Incendiary Slime2, Locate Object, Mass Enlarge Person, Mass Reduce Person, Misdirection, Protection From Arrows, Pyrotechnics, Resist Energy, Scare, Scorching Ray, See Invisibility, Whispering Wind
Level 3: Caustic Mire2, Caustic Smoke2, Deep Slumber, Dispel Magic, Flame Arrow, Fly, Horrid Sickness2, Invisibility Sphere, Lightning Bolt, Major Image, Mass Resist Energy, Mordenkainen’s Faithful Hound, Nondetection, Protection From Energy, Rage, Sleet Storm, Stinking Cloud, Wall of Fire, Water Breathing, Wind Wall
Level 4: Confusion, Dimension Door, Dimensional Anchor, Evard’s Black Tentacles, Fear, Fire Shield, Fire Trap, Hallucinatory Terrain, Ice Storm, Move Earth, Scrying, Shout, Solid Fog, Stone Shape, Wall of Fire, Wall of Ice
Level 5: Cloudkill, Cone of Cold, Deltane’s Fiery Tentacles3, Fire and Brimstone2, Fire Seeds, Greater Dispel, Dismissal, Fabricate, Lightning Leap2, Mind Fog, Mirage Arcana, Nightmare Terrain2, Prying Eyes, Seeming, Sending, Tactical Teleportation2, Telepathic Bond, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force, Wall of Stone, Waves of Fatigue
Level 6: Acid Fog, Chain Lightning, Contingency, Guards and Wards, Mass (Bull’s Strength, Cat’s Grace, Bear’s Endurance), Mass Suggestion, Storm of Fire and Ice2, Sunburst, True Seeing, Veil, Wall of Iron, Wall of Thorns
Level 7: Banishment, Control Weather, Deadly Lahar2, Earthquake, Forcecage, Greater Teleport, Incendiary Cloud, Mass Hold Person, Mass Invisibility, Mordenkainen’s Sword, Phase Door, Planeshift, Prismatic Spray, Reverse Gravity, Waves of Exhaustion, Whirlwind
Level 8: Deadly Sunstroke2, Dimensional Lock, Greater Prying Eyes, Greater Shout, Horrid Wilting, Mass Charm Monster, Mass Polymorph, Prismatic Wall, Storm of Vengeance
Level 9: Astral Projection, Elemental Swarm, Etherealness, Firestorm, Foresight, Mass Hold Monster, Meteor Swarm, Prismatic Deluge2, Prismatic Sphere, Timestop, Towering Thunderhead2, Wail of the Banshee
1 Player’s Handbook II
2 Complete Mage
3 Deltane’s Fiery Tentacles acts as Evard’s Black Tentacles except those grappled take the spellcaster’s caster level in [Fire] damage at the start of their turn.