X
MoI a user about this change:
Username
Section of this page

8-Bit Black Mage (DnD Prestige Class)

From D&D Wiki

Jump to: navigation, search
8-Bit Black Mage
Rating: Not fully rated
Power: 0 out of 5 by 2 users
Wording: Not rated
Formatting: Not rated
Flavor: Not rated
(Rate this class)
Author(s): Nexus
Date Created: 2008-03-13
Status: Completed
Editing: Constructive edits welcome

Contents

[edit] 8-Bit Black Mage

The Black Mage is a spellcaster devoted to the dark arts of destruction. While not necessarily evil most of his stronger spells can only be obtained through the powers of dark gods whom they frequently make pacts with for power, however the goodly divine being will also grant power to those Black Mages who they wish to set along the path. Regardless of alignment all Black Mages are powerful in magic but are also renowned scholars and have a great interest in anything magical regardless of it's nature. A considerable amount of time must be invested in the study of all things magical before becoming a Black Mage, alternatively a pact with a particular demonic entity or evil aligned God can be made in order to gain power more quickly, the same can be said of goodly gods or good-aligned divine being, regardless, all Black Mages possess the power to learn the most powerful force of magic in known existence, the Hadoken.

[edit] Requirements:

To qualify to become an Black Mage, a character must fulfill all of the following criteria.

  • Alignment Any besides Neutral, a Neutral character would not possess the passion to become a Black Mage
  • Skills: Concentration 8 ranks, Knowledge (arcana) 8 ranks, Spellcraft 8 ranks
  • Feats: Arcane Preparation (if spontaneous caster), Signature Spell (if a preparation caster),
  • Special: Ability to cast 5th level Arcane Spells, a peaceful pact made with any entity of other-planar origin.


Table: The 8-Bit Black Mage
Hit Die: d4

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Spontaneous mastery 0 +1 level of existing arcane class
2nd +1 +0 +0 +3 Spell Manipulator +1 level of existing arcane class
3rd +1 +1 +1 +3 Spontaneous Mastery 1st +1 level of existing arcane class
4th +2 +1 +1 +4 +1 level of existing arcane class
5th +2 +1 +1 +4 Spontaneous Mastery 2nd +1 level of existing arcane class
6th +3 +2 +2 +5 Scroll Preparation +1 level of existing arcane class
7th +3 +2 +2 +5 Spontaneous Mastery 3rd +1 level of existing arcane class
8th +4 +2 +2 +6 +1 level of existing arcane class
9th +4 +3 +3 +6 Spontaneous Mastery 4th +1 level of existing arcane class
10th +5 +3 +3 +7 Spontaneous Metamagic, Hadoken +1 level of existing arcane class

Class Skills (2 + Int modifier per level)
Concentration, Craft, Knowledge (all skills, taken individually), Profession, Spellcraft, Use Magic Device.

[edit] Class Features:

All of the following are Class Features of the 8-Bit Black Mage prestige class.

Weapon and Armor Proficiency: Black Mages gain no new proficiency with any weapon or armor.

Spells per Day: When a new Black Mage level is gained the Black Mage gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Black mage, he must decide to which class he adds the new level for purposes of determining spells per day.

Spontaneous Mastery: At every other level (1,3,5, etc), the Black Mage gains the ability to spontaneously cast spells, or cast unknown spells using already available spell slots. Every time he gains this ability he must choose 3 spells of the chosen level (Level 0 spells for this ability at 1st level, Level 1 spells for this ability at 3rd level, etc), the anarchist can never change these spells once chosen. If he used a spellbook the Black Mage must already have these spells in his spellbook, if he spontaneously casted his spells the chosen spells can be completely new. If the Black mage uses a spellbook he may now cast these 3 chosen spells without preparing them, using a spell slot of the appropriate level when he casts the spells. If he does not use a spellbook the Black mage is able to cast these 3 spells anytime, using a spell slot of the appropriate level when he casts the spells. However, the Black Mage may only change out his prepared spells for one of these spells 3 times a day, and may only spontaneously cast a unknown spell 3 times a day as well.

Spell Manipulator: At 2nd level, the Black Mage learns the tricks necessary to manipulate spells. She may break down arcane spell slots to create a specified number of lower-level spell slots as a full-round action. (A 0-level spell counts as ½ level for this purpose.) The sum of the levels of all the new spell slots must equal the level of the original. There is no limit to the number of times she can do this per day, but her spell slots remain that way until she recovers her spells the next day or she breaks them down even further.

Scroll Preparation: At 6th level, the Black Mage gains the ability to prepare spells from scrolls of arcane spells. The scroll is destroyed in the process, but remains in the Black Mage's memory until it is cast or lost via Spontaneous Mastery. Spells prepared from scrolls may have metamagic applied to them as normal.

Spontaneous Metamagic: At 10th level, the Black mage gains the ability to apply Metamagic to his spontaneously cast spells with no increase in casting time. The Black Mage must pay the cost for Metamagic normally, however, and thus must free up a spell slot of the appropriate level to cast.

Hadoken At 10th level the Black Mage, regardless of alignment or manner of becoming a Black Mage learns the most powerful skill available to his trade, the devastating Hadoken. Treated as a spell for all purposes, the Hadoken can be cast at will once per day and deals 10d10x10xCasters Level in the Black Mage class of damage to anything within a a direct line of the Black Mage for a range of 100 feet, anything within 10 feet of the blast radius takes half damage

[edit] The 8-Bit Black Wizard

[edit] On the Class Change

The 8-Bit Classes are quite distinct from the normal classes in that they do not possess Epic levels as we know them, but rather undergo a strange change at Level 20. When an 8-Bit Anything reaches level 20 they are immediately contacted by the King of Dragons, Bahamut, and sent on a quest to retrieve a sacred icon of the Dragons- the flail known as Rat-Tail, lost in the Dragon's original home of Wyrmhold when they were forced to flee. After the group retrieves the flail, Bahamut re-enables the Class Change. From that point, any 8-Bit classer reaching level 20 immediately gets a +2 to all their stats and starts gaining levels in a new class- sort of an extension of the old. Here we look at the Black Mage's high class, the Black Wizard.

Table: The 8-Bit Black Wizard

Level Special
21st Aggressive Casting, Arcane Understanding
22nd Armoured Caster, Armour Proficiency (Medium)
23rd Extend Spell List
24th None
25th Tactical Spellcasting, Spell Mastery
26th None
27th Unique Spell Mastery
28th True Spell Mastery
29th None
30th Wheel Walker

Skill Points Per Level
3 + Int modifier per level.

[edit] Class Features

All the following are class features of the 8-Bit Black Wizard

Aggressive Casting: When you cast a spell using defensive casting and fail the Concentration check, you may opt not to lose the spell and instead trigger an attack of opportunity just as if you had cast the spell in the ordinary fashion. If you are hit by an attack of opportunity triggered because you failed the above Concentration check, you must still make yet another Concentration check or lose the spell because of the damage.

Arcane Understanding: After gaining this feat, you gain an additional spell each time you advance in levels. Thus, you get three free spells with each level advance instead of the normal two. This feat can be taken several times and stacks with itself.

Armour Proficiency (Medium): When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

Armoured Caster: You can reduce your chance of arcane spell failure by 10%. You may take this feat multiple times, each time gaining an additional 10% reduction, to a minimum of 0%.

Spell Mastery: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

Tactical Spellcasting: When casting a spell, you may move both before and after your spell is cast, provided that the total distance moved is not greater than your current speed. Casting a spell in this fashion is equivalent to casting with vigorous motion; you must make a Concentration check versus a DC of 10 plus the spell level or the spell is lost. When casting a spell in this fashion, you may not also cast defensively.

True Spell Mastery: When this feat is taken you must select a spell for which you have spell mastery. You may cast this spell once per day without the need to memorize it and without using a spell slot. You may not use metamagic feats when casting the spell in this way.

Unique Spell Mastery: Choose one spellcasting class. You learn one additional spell of any level up to two lower than the highest level spell that you can currently cast in your chosen class, chosen from any class spell list. The chosen spell is added to your spells known or spellbook and is treated in all ways as being two levels higher than the spell’s actual level. If a spell appears on multiple spell lists, you must take it from the list where it has the highest spell level. The spell is considered divine if you are a divine caster and arcane if you are an arcane caster. This feat can be chosen multiple times, each time enabling you to learn one additional spell. If a spell requires a divine focus you must obtain an appropriate holy symbol to use for the casting. All material components are still required no matter your class.

Wheel Walker: This is the true power of those who have studied the dark arts. Possessing power equal to some gods they can unleash the wrath of elemental chaos upon one target, dealing d100xCaster Level Once per day upon one target regardless of it's defenses. Be warned, this spell is not to be used lightly as chaos is a fickle thing and may harm both target and caster and a dc50 check to INT must be made to prevent half damage to caster.


Back to Main PageDungeons and DragonsClassesPrestige Classes

Personal tools
d20M