Black Mage, Variant (3.5e Class)

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Black Mage, Variant
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Status: Playable, but requires fluff
Editing: Go ahead! Just don’t break it.

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[edit] Black Mage

Powerful circles of black mages used to exist, until they were persecuted for the evil they studied. But no amount of swords and destruction could bring about the end of the great black mage collective. Only time and ruin could accomplish that, which eventually dissolved the circles with their own cruelty. Now a black mage is more of a title for those who still knew of the great elemental mages in the days of old. Now a black mage has more simple goals: The pursuit of lost knowledge and more importantly; power.

[edit] Making a Black Mage

If given time to develop, the black mage can exceed at dealing damage from behind, however, they are relatively unable to take hits so fight wisely. Also, it’s not suggestible to get in their way, because their spells affect anyone regardless if they’re friendly or not.

Abilities: Wisdom is most important to a black mage, since he has forsaken his lore books he relies on his own wit. Secondly Constitution as it better allows a black mage to focus even when under stress. Lastly Dexterity as this allows the black mage to target and damage his opponent in from far away combat and deliver devastating ranged touch attacks.

Races: Any race with a strong focus on magic are just as likely to be a black mage.

Alignment: Any evil or neutral alignment. Some black mages just don't concern themselves with ethical or moral speculations.

Starting Gold: 2d8×10 gp (90 gp).

Starting Age: Complex

Table: The Black Mage

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spell Tiers
Fort Ref Will Basic Intermediate Advanced Supreme
1st +0 +0 +0 +2 Black Magic, Aura of Evil 1
2nd +1 +0 +0 +3 Magic Attack Bonus I 1
3rd +2 +1 +1 +3 Mana Wall +1 1
4th +3 +1 +1 +4 Magic Attack Bonus II 1
5th +3 +1 +1 +4 Clear Mind I 2
6th +4 +2 +2 +5 Magic Attack Bonus III 2
7th +5 +2 +2 +5 Mana Wall +2 2 1
8th +6/+1 +2 +2 +6 Manafont, Magic Attack Bonus IV 2 1
9th +6/+1 +3 +3 +6 Clear Mind II 2 1 1
10th +7/+2 +3 +3 +7 Magic Attack Bonus V 3 1 1
11th +8/+3 +3 +3 +7 Mana Wall +3 3 1 1
12th +9/+4 +4 +4 +8 Magic Attack Bonus VI 3 2 1
13th +9/+4 +4 +4 +8 Clear Mind III 3 2 2
14th +10/+5 +4 +4 +9 Magic Attack Bonus VII 3 2 2 1
15th +11/+6/+1 +5 +5 +9 Mana Wall +4 3 2 2 1
16th +12/+7/+2 +5 +5 +10 Magic Attack Bonus VIII 3 2 2 1
17th +12/+7/+2 +5 +5 +10 Clear Mind IV 3 2 2 1
18th +13/+8/+3 +6 +6 +11 Magic Attack Bonus IX 3 2 3 1
19th +14/+9/+4 +6 +6 +11 Mana Wall +5 3 2 3 1
20th +15/+10/+5 +6 +6 +12 Ultima, Magic Attack Bonus X 3 2 3 1

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Concentration (Con), Decipher Script (Int), Knowledge (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex).

[edit] Class Features

All of the following are class features of the black mage.

Weapon and Armor Proficiency: The Black Mage is only proficient with simple weapons and light armor, but not sheilds or any medium or heavy armor.

Black Magic: The way Black Magic works is actually quite different. The Black Mage has 4 different categories of spells they can cast: Basic, Intermediate, Advanced, and Supreme. At 1st lvl the Black Mage must also choose 3 elements (EL), Aero, Blizzard, Dark, Fire, Stone, Thunder, or Water that they will cast, and gain every spell that pertains to that element. All spells are Close ranged (25 ft. +5 ft./lvl). The DC for all saves is 10 + 1/2 Caster Level + Tier x 2. Basic, Intermediate, Advanced, and Supreme spells only replace themselves, and not each other.

Basic Spells can be cast at-will as a standard action. Basic spells also have 3 different Tiers that grow as the black mage gains levels. If a new tier is gained, the Black Mage replaces the lower tier spells with the higher ones. He can choose only one basic non-elemental spell (Nn) per Tier. The Black Mage chooses their basic spells from the following lists:

Basic Tier 1 Spell list:
Spell Name Effect
Aero (EL) Ranged touch that deals 1d4 points of wind damage + 1 per level (max of +5).
Blind (Nn) Target with 4 HD or less becomes blind. Creatures with 5 HD or more get a Fortitude save to negate.
Blizzard (EL) Ranged touch that deals 1d4 points of ice damage + 1 per level (max of +5).
Dark (EL) Ranged touch that deals 1d4 points of shadow damage + 1 per level (max of +5).
Fire (EL) Ranged touch that deals 1d4 points of fire damage + 1 per level (max of +5).
Oil (Nn) Target gets no save for fire-based attacks, and takes ongoing fire damage equal to the initial spell damage for 2d4 rounds.
Sleep (Nn) Target with 4 HD or less falls into magical slumber. Will negates.
Stone (EL) Ranged touch that deals 1d4 points of earth damage + 1 per level (max of +5).
Thunder (EL) Ranged touch that deals 1d4 points of lightning damage + 1 per level (max of +5).
Water (EL) Ranged touch that deals 1d4 points of water damage + 1 per level (max of +5).
Basic Tier 2 Spell list:
Spell Name Effect
Aero II (EL) Ranged touch that deals 2d6 points of wind damage + 1 per level (max of +10).
Blizzard II (EL) Ranged touch that deals 2d6 points of ice damage + 1 per level (max of +10).
Dark II (EL) Ranged touch that deals 2d6 points of shadow damage + 1 per level (max of +10).
Fire II (EL) Ranged touch that deals 2d6 points of fire damage + 1 per level (max of +10).
Haste (Nn) Subject becomes hastened.
Poison (Nn) Target becomes poisoned and takes 2d4 points of damage for 1 round/caster lvl.
Silence (Nn) Target with 6 HD or less becomes silenced. No save.
Slow (Nn) Target becomes slowed. Will negates.
Stone II (EL) Ranged touch that deals 2d6 points of earth damage + 1 per level (max of +10).
Thunder II (EL) Ranged touch that deals 2d6 points of lightning damage + 1 per level (max of +10).
Water II (EL) Ranged touch that deals 2d6 points of water damage + 1 per level (max of +10).
Basic Tier 3 Spell list:
Spell Name Effect
Aero III (EL) Ranged touch that deals 3d8 points of wind damage + 1 per level (max of +15).
Bio (Nn) Target takes 2d6 points of acid damage 1 round/caster lvl.
Blindga (Nn) As Blind, but affects 6 HD, and all within 30 feet. Creatures with 9 HD or more get a fortitude to negate.
Blizzard III (EL) Ranged touch that deals 3d8 points of ice damage + 1 per level (max of +15).
Dark III (EL) Ranged touch that deals 3d8 points of shadow damage + 1 per level (max of +15).
Fire III (EL) Ranged touch that deals 3d8 points of fire damage + 1 per level (max of +15).
Immobilize (Nn) Target becomes Stunned. Target gets will save after 1 round/3 lvls.
Sleepga (Nn) As Sleep, but with 8 HD and all within 30 feet.
Stone III (EL) Ranged touch that deals 3d8 points of earth damage + 1 per level (max of +15).
Thunder III (EL) Ranged touch that deals 3d8 points of lightning damage + 1 per level (max of +15).
Water III (EL) Ranged touch that deals 3d8 points of water damage + 1 per level (max of +15).

Intermediate Spells are more powerful, and are cast 5/day each. Intermediate spells work in the same way as basic ones do in the sense that each newer Tier spell replaces the older one. The Black Mage takes the same 3 elements that they have chosen at first level, and can choose up to 3 intermediate non elemental spells (Nn) per tier. Black Mages choose their Intermediate spells from the following lists:

Intermediate Tier 1 Spell list:
Spell Name Effect
Aera (EL) 1d4 wind damage per level, 20-ft. radius. Ref. halves.
Blaze Spikes (EL) Creatures attacking the subject of this spell take 1d6/3 lvls fire damage. No save. Spell lasts 1 round/lvl.
Blizzara (EL) 1d4 ice damage per level, 20-ft. radius. Ref. halves.
Darkra (EL) 1d4 shadow damage per level, 20-ft. radius. Ref. halves.
Disable (Nn) For 1 round/lvl, target can only take a full round action to move or defend themselves.
Fira (EL) 1d4 fire damage per level, 20-ft. radius. Ref. halves.
Float (Nn) Subject floats up to 5 ft./lvl off the ground.
Ice Spikes (EL) Creatures attacking the subject of this spell take 1d6/3 lvls ice damage. No save. Spell lasts 1 round/lvl.
Mini (Nn) Ranged touch causes target to shrink to 10% of it’s size for 1 round/3 lvls.
Rock Spikes (EL) Creatures attacking the subject of this spell take 1d6/3 lvls earth damage. No save. Spell lasts 1 round/lvl.
Shock Spikes (EL) Creatures attacking the subject of this spell take 1d6/3 lvls lightning damage. No save. Spell lasts 1 round/lvl.
Silencega (Nn) As Silence, but all within 30 feet.
Statue (Nn) Ranged touch turns target into a stone statue.
Stonera (EL) 1d4 earth damage per level, 20-ft. radius. Ref. halves.
Thundara (EL) 1d4 lightning damage per level, 20-ft. radius. Ref. halves.
Toxify (Nn) Targets take 1d8 points of acid damage per round, 20-ft. radius. Fort. halves.
Vanish (Nn) Subject becomes invisible. Will negates.
Watera (EL) 1d4 water damage per level, 20-ft. radius. Ref. halves.
Intermediate Tier 2 Spell list:
Spell Name Effect
Aeroga (EL) 1d6 wind damage per level, 30-ft. radius. Ref. halves.
Berserk (Nn) Target becomes berserked.
Blizzaga (EL) 1d6 ice damage per level, 30-ft. radius. Ref. halves.
Burn (EL) Ranged touch that deals 5d6 points of fire damage and 1d6 points of fire damage per round.
Crush (EL) Ranged touch that deals 5d6 points of earth damage and 1d6 points of earth damage per round.
Darkga (EL) 1d6 shadow damage per level, 30-ft. radius. Ref. halves.
Drain (Nn) Touch deals 1d6 / two levels shadow damage; caster gains damage as hit points.
Drown (EL) Ranged touch that deals 5d6 points of water damage and 1d6 points of water damage per round.
Firaga (EL) 1d6 fire damage per level, 30-ft. radius. Ref. halves.
Floatga (Nn) 1 Target/lvl float up to 5 ft./lvl off the ground.
Freeze (EL) Ranged touch that deals 5d6 points of ice damage and 1d6 points of ice damage per round.
Gravity (Nn) Target loses 25% of current hit points.
Poisonga (Nn) As Poison, but all within 30 feet.
Shock (EL) Ranged touch that deals 5d6 points of lightning damage and 1d6 points of lightning damage per round.
Stonega (EL) 1d6 earth damage per level, 30-ft. radius. Ref. halves.
Thundaga (EL) 1d6 lightning damage per level, 30-ft. radius. Ref. halves.
Waterga (EL) 1d6 water damage per level, 30-ft. radius. Ref. halves.

Advanced Spells are the tougher, stronger versions of the intermediates. They are cast 3/day each. The black mage can choose 2 non elemental spells (Nn) per tier. Black mages choose their advanced spells from the following lists:

Advanced Tier 1 Spell list:
Spell Name Effect
Blaze Spikes II (EL) Creatures attacking the subject of this spell take 1d6/3 lvls persistant fire damage for 1 round/2 lvls. No save. Spell lasts 1 round/lvl.
Bleed (Nn) Ranged touch deals 1 point of Constitution damage per 4 levels.
Burst (EL) 1d8 lightning damage per level, 40-ft. radius. Ref. halves.
Confusion (Nn) Ranged touch attack, Target becomes confused and attacks nearest ally of theirs.
Flare (EL) 1d8 fire damage per level, 40-ft. radius. Ref. halves.
Flood (EL) 1d8 water damage per level, 40-ft. radius. Ref. halves.
Frost (EL) 1d8 ice damage per level, 40-ft. radius. Ref. halves.
Frog (Nn) Ranged touch attack, Target becomes a frog. Fort. negates.
Hastega (Nn) Allies within 30 feet become hasted.
Ice Spikes II (EL) Creatures attacking the subject of this spell take 1d6/3 lvls persistant ice damage for 1 round/2 lvls. No save. Spell lasts 1 round/lvl.
Quake (EL) 1d8 earth damage per level, 40-ft. radius. Ref. halves.
Rock Spikes II (EL) Creatures attacking the subject of this spell take 1d6/3 lvls persistant earth damage for 1 round/2 lvls. No save. Spell lasts 1 round/lvl.
Shock Spikes II (EL) Creatures attacking the subject of this spell take 1d6/3 lvls persistant lightning damage for 1 round/2 lvls. No save. Spell lasts 1 round/lvl.
Slowga (Nn) Targets within 30 feet become slowed. Will negates.
Tornado (EL) 1d8 wind damage per level, 40-ft. radius. Ref. halves.
Vanishga (Nn) Allies within 30 feet become invisible.
Advanced Tier 2 Spell list:
Spell Name Effect
Bind (Nn) Subject is bound to an area for the Warp spell to use.
Burn II (EL) Ranged touch that deals 10d6 points of fire damage and 2d6 points of fire damage per round.
Countdown (EL) Ranged touch that drops target's HP to 0 in 2d4 rounds.
Crush II (EL) Ranged touch that deals 10d6 points of earth damage and 2d6 points of earth damage per round.
Drown II (EL) Ranged touch that deals 10d6 points of water damage and 2d6 points of water damage per round.
Freeze II (EL) Ranged touch that deals 10d6 points of ice damage and 2d6 points of ice damage per round.
Graviga (Nn) Ranged touch causes target to lose 25% of current hit points.
Reverse (Nn) All healing effects are reversed.
Shock II (EL) Ranged touch that deals 10d6 points of lightning damage and 2d6 points of lightning damage per round.
Advanced Tier 3 Spell list:
Spell Name Effect
Blaze Spikes III (EL) Creatures attacking the subject of this spell take fire damage. No save.
Burst II (EL) 1d10 lightning damage per level, 50-ft. radius. Ref. halves.
Doom (Nn) Ranged touch attack, target dies in 2d4 rounds.
Flare II (EL) 1d10 fire damage per level, 50-ft. radius. Ref. halves.
Flood II (EL) 1d10 water damage per level, 50-ft. radius. Ref. halves.
Frost II (EL) 1d10 ice damage per level, 50-ft. radius. Ref. halves.
Ice Spikes III (EL) Creatures attacking the subject of this spell take ice damage. No save.
Quake II (EL) 1d10 earth damage per level, 50-ft. radius. Ref. halves.
Rock Spikes III (EL) Creatures attacking the subject of this spell take earth damage. No save.
Scathe (Nn) 1d8 non-elemental damage per level, 30-ft. radius. Ref. halves.
Shock Spikes III (EL) Creatures attacking the subject of this spell take lightning damage. No save.
Tornado II (EL) 1d10 wind damage per level, 50-ft. radius. Ref. halves.
Warp (Nn) Subject is teleported to his Bind point.

Supreme Spells are the most powerful spells a Black Mage will have at their disposal. They can be casted only 1/day each. The Black Mage can only choose 3 Supreme spells from the list below:

Supreme Spell list:
Spell Name Effect
Ardor Ranged touch deals 1d6 points of non-elemental damage per level.
Death Ranged touch kills one subject with 100 or less HP.
Meteo Four exploding spheres each deal 10d6 +1/lvl fire damage. Ref. halves.
Scourge Targets take 10d6 points of non-elemental damage and 2d6 points of non- elemental damage per round, within a 30-ft. radius.
Entoumb Ranged touch attack, Target becomes Entoumbed

Aura of Evil (Ex): The power of a black mage’s aura of evil gives the black mage spell resistance equal to his class level plus his wisdom modifier. It also determines the power of the aura as per the detect evil spell.

Magic Attack Bonus (Sp): The black mage gets an attack bonus to any ranged touch attack spell increasing by 1 every 2 levels starting at 2nd level.

Mana Wall (Su): The mage can supplement not having armor by forming a veil of mana around himself that thickens every 4 levels after 3rd. This provides an armor bonus to AC equal to the stated value. This bonus stacks with items that grant other armor bonus to AC, but the black mage can only can only use one source of armor bonus to AC to add this bonus to.

Manafont (Sp): Once per day, the black mage can reach beyond the constrains of this plane and tap mana reserves that are floating in the emptiness of the universe. Every spell he knows becomes at-will for 1d4 minutes. When this ends, the black mage must roll a DC 17 fortitude save or take 5d8 non lethal damage from the strain. Spells casted during this effect do not use the spell slots per day.

Clear Mind (Su): At 5th level, the black mage adds his Wisdom bonus to any save DC (10 + 1/2 caster lvl + tier x 2). At 9th level, the black mage can add his Wisdom bonus to his AC. At 13th level, the black mage can use his Wisdom bonus as DR/good. At 17th level, the black mage can add his Wisdom bonus to his Fortitude and Reflex saves.

Ultima (Ex): At 20th level, 1/week, the black mage can cast the ultimate spell. It does 2d12/lvl points of force damage every 1 round/lvl, 60-ft. radius from the black mage. This is not subject to spell resistance, or a save.

[edit] Ex-Black Mage

If the Black Mage becomes good in anyway, obviously they have their priorities a little out of order. So until they get them sorted out, they are no longer able to cast any black magic.

[edit] Black Wizard

Table: The Black Wizard

Hit Die: d6

Level Special
21st Clear Mind V, Bonus Feats, Supernatural
22nd Magic Attack Bonus XI, Arcane Dabblery
23rd Bonus Feats, Mana Wall +6
24th Magic Attack Bonus XII, Material Dissonance
25th Clear Mind VI, Bonus Feats
26th Magic Attack Bonus XIII
27th Bonus Feats, Mana Wall +7
28th Magic Attack Bonus XIV
29th Clear Mind VII, Bonus Feats
30th Magic Attack Bonus XV, Necrosis

2 + Int modifier skill points per level.

Clear Mind: At 21st level, the black wizard can use his Wisdom bonus as elemental resistance to all elements. At 25th level, Creatures that are not normally affected by magic are affected by the black wizard's magic. At 29th level, The black wizard can delve into the nexus of the dark, and eschew any and all XP costs for anything that would normally require one.

Supernatural: The black wizard becomes alien to this reality, being a nexus of the most powerful magical forces. They gain the extraplanar subtype and become native to the Plane of Shadow. The black wizard can also plane shift at-will.

Magic Attack Bonus: The attack bonus continues to accumulate every 2 levels after 20th.

Arcane Dabblery: The black wizard gains the Epic Spellcasting feat regardless if they meet the prerequisites for it.

Mana Wall: The bonus still accumulates to AC every 4 levels after 19th.

Material Dissonance: The black wizard begins to be consumed by the blackness. Their body becomes Incorporeal.

Necrosis: This is the last step of the black wizard's consumption into the emptiness of the universe, where the purest powers of the dark lie dormant. The black wizard no longer ages.

Bonus Feats: The Black Wizard gains a bonus feat (selected from the list of Black Wizard bonus feats) every 2 levels at and after 21st.

Black Wizard Bonus Feat List: Armor Skin, Augmented Alchemy, Blinding Speed, Damage Reduction, Energy Resistance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Skill Focus, Epic Prowess, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Legendary Climber, Legendary Leaper, Penetrate Damage Reduction

[edit] Human Black Mage Starting Package

Weapons: Dagger (1d4, crit 19–20/×2, 1 lb., light, piercing).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Knowledge (arcana) 4 Int
Listen 4 Wis
Spellcraft 4 Int

Feat: Endurance.

Bonus Feats: Die Hard.

Gear: Adventuerer’s Starting Kit.

Gold: 90gp.

[edit] Campaign Information

[edit] Playing a Black Mage

Religion: Good religions have outcasted the black mages for their evils, but evil religions welcome them for the very same reason.

Other Classes: The black mage will generally tell other people not to get in his way, but he truly knows deep down that he needs them as meat shields.

Combat: The black mage is a damage dealer, not a damage sponge. Try to avoid directly being hit while staying close enough to murder and pillage.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

[edit] Black Mages in the World

I remember that town! They should really fire proof their peasants better.
—Lodomir, Human Black Mage

Black mages can rent out their powers and prowess for higher, but only to expeditions that have great potential.

Daily Life: The smoldering cinders of the farmstead smoke behind him as he walks away. It would have been easier to take the gold from the retirement home if he didn’t have to take the time to kill the 2 farmers and their 11 children first.

Notables: Ackbar the Unspeakably Evil, Lodomir the Reasonably Evil.

Organizations: Characters of this class are always rivals towards each other, but may work together to achieve something they couldn’t do alone, as long as they’ll both benefit from it.

NPC Reactions: Good NPCs will be afraid of him, but bad NPCs might see a knew ally in him.

[edit] Black Mage Lore

Characters with ranks in Knowledge (nature) can research Black Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (nature)
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] Black Mages in the Game

Characters like this are better

Adaptation: A void mage that instead of choosing elements, only gets one power: the Netherbolts.

Sample Encounter: They brood around places that they are trying to access, spending weeks at ruins studying the ancient texts in search of ancient weaponry. If they give up and go to town looking for some adventurers to venture into the ruins rather than risk himself...

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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