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Black Mage (3.5e NPC Class)

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Table: The Black Mage

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Vengeance, Aura of Evil 4 2
2nd +1 +0 +0 +3 Somatic Weaponry 5 3
3rd +2 +1 +1 +3 Theurgic Submersion +1 5 3 2
4th +3 +1 +1 +4 5 4 3
5th +3 +1 +1 +4 5 4 3 2
6th +4 +2 +2 +5 5 5 4 3
7th +5 +2 +2 +5 Theurgic Submersion +2 5 5 4 3 2
8th +6/+1 +2 +2 +6 5 5 5 4 3
9th +6/+1 +3 +3 +6 5 5 5 4 3 2
10th +7/+2 +3 +3 +7 5 5 5 5 4 3
11th +8/+3 +3 +3 +7 Theurgic Submersion +3 5 5 5 5 4 3 2
12th +9/+4 +4 +4 +8 Malignant Soul DR 1/good 5 5 5 5 5 4 3
13th +9/+4 +4 +4 +8 5 5 5 5 5 4 3 2
14th +10/+5 +4 +4 +9 5 5 5 5 5 5 4 3
15th +11/+6/+1 +5 +5 +9 Theurgic Submersion +4 5 5 5 5 5 5 4 3 2
16th +12/+7/+2 +5 +5 +10 Malignant Soul DR 2/good 5 5 5 5 5 5 5 4 3
17th +12/+7/+2 +5 +5 +10 5 5 5 5 5 5 5 4 3 2
18th +13/+8/+3 +6 +6 +11 5 5 5 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Theurgic Submersion +5 5 5 5 5 5 5 5 5 4 4
20th +15/+10/+5 +6 +6 +12 Malignant Soul DR 3/good 5 5 5 5 5 5 5 5 5 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Jump (Str), Knowledge (arcana), Listen (Wis), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Magical Device (Cha).

Ally Features[edit]

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

Weapon and Armor Proficiency: Black mages are proficient with all simple weapons, 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.

Somatic Weaponry: at 2nd level a black mage automatically gains the Somatic Weaponry feat, allowing him to complete the somatic components of a spell even if his hands are full. A black mage gains this feat even if he does not qualify for it.

Spells: To prepare or cast a spell, a black mage must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a black mages’s spell is 10 + the spell level + the black mage’s Wisdom modifier.

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 below. In addition, he receives bonus spells per day if he has a high Wisdom score.

Black mages must spend 1 hour a day focusing his desires to grant him access to his spells, sometimes voicing a dark mantra in order to reinforce his true intention. Time spent resting has no effect on whether a black mage can prepare spells. A black mage may prepare and cast any spell on the black mage spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Black mages choose their spells from the following list:

0— Acid Splash, Daze, Detect Magic, Disrupt Undead, Flare, Inflict Minor Wounds, Ray of Frost, Read Magic, Touch of Fatigue.

1st— Burning Hands, Cause Fear, Chill Touch, Color Spray, Inflict Light Wounds, Magic Missile, Magic Stone, Magic Weapon, Produce Flame, Ray of Enfeeblement, Shocking Grasp, Sleep, Summon Monster I*, True Strike.

2nd— Acid Arrow, Blindness/Deafness, Daze Monster, Death Knell, Flaming Sphere, Ghoul Touch, Hideous Laughter, Hold Person, Inflict Moderate Wounds, Scare, Scorching Ray, Silence, Sound Blast, Summon Monster II*, Touch of Idiocy.

3rd— Bestow Curse, Contagion, Deep Slumber, Explosive Runes, Fireball, Flame Arrow, Glyph of Warding, Greater Magic Weapon, Inflict Serious Wounds, Lightning Bolt, Poison, Searing Light, Slow, Stinking Cloud, Summon Monster III*, Vampiric Touch.

4th— Black Tentacles, Confusion, Crushing Despair, Death Ward, Dispel Magic, Enervation, Fear, Fire Shield, Fire Trap, Flame Strike, Greater Magic Weapon, Ice Storm, Inflict Critical Wounds, Phantasmal Killer, Shout, Solide Fog, Summon Monster IV*, Wall of Fire.

5th— Blight, Cloudkill, Cone of Cold, Disrupting Weapon, Feeblemind, Hold Monster, Insect Plague, Interposing Hand, Mass Inflict Light Wounds, Mind Fog, Nightmare, Slay Living, Stoneskin, Summon Monster V*, Symbol of Pain, Symbol of Sleep, Telekinesis, Waves of Fatigue.

6th— Acid Fog, Banishment, Blade Barrier, Chain Lightning, Circle of Death, Eyebite, Forbiddance, Freezing Sphere, Greater Dispel Magic, Harm, Mass Inflict Moderate Wounds, Summon Monster VI*, Undeath to Death.

7th— Blasphemy, Delayed Blast Fireball, Destruction, Finger of Death, Fire Storm, Insanity, Mage's Sword, Mass Hold Person, Mass Inflict Serious Wounds, Power Word Blind, Prismatic Spray, Spell Turning, Summon Monster VII*, Sunbeam, Symbol of Stunning, Symbol of Weakness, Waves of Exhaustion, Word of Chaos.

8th— Antimagic Field, Binding, Greater Shout, Horrid Wilting, Incendiary Cloud, Maddening Scream, Mass Inflict Critical Wounds, Polar Ray, Power Word Stun, Scintillating Pattern, Summon Monster VIII*, Sunburst, Symbol of Death, Symbol of Insanity, Trap the Soul

9th— Implosion, Imprisonment, Mass Hold Monster, Meteor Swarm, Power Word Kill, Soul Bind, Storm of Vengeance, Summon Monster IX*, Wail of the Banshee, Weird.

* Black Mages can only summon evil creatures.

Vengeance: A black mage chooses upon character creation whether he can channel acid, fire, cold, electric or sound upon wish (once this decision is made it is final). He can change stored spell energy into a destructive ranged or touch spell of the damage type he chose upon creation even if he did not prepare it ahead of time. The black mage can “lose” any prepared spell in order to cast a ranged or touch damage spell of the chosen type of the same spell level or lower. If the black mage chooses to cast that ranged or touch damage spell of the chosen type at a lower level than the spell slot sacrificed, this adds to the saving throw required by the target.

The saving throw required is a Reflex save equal to 10 + level of spell slot sacrificed + the black mage’s Wisdom modifier. If the saving throw is succeeded by the target, they take only half damage (rounded down).

When a black mage chooses to spontaneously cast a damaging spell of the chosen damage type, he may either select it as a ranged or touch spell. A ranged damaging spell from a black mage follows the same principle as a regular projectile and the black mage must roll a d20 with modifiers as a regular ranged touch attack (Dexterity modifier + Base attack bonus) against the targets touch AC. The spell will effect only the first target it hits (unless specified as a splash attack, where it will effect a 5ft radius from where it hit). If the target is missed, then the damaging spell is wasted. When cast as a ranged touch attack it has a range of 20ft + 5ft per black mages class level.

Note: When calculating damage, fire damage is as the following table. However, subtract 1 off damage per die for all other damages except sonic, which is one die size smaller than stated (d8 becomes d6, d6 becomes d4 etc).

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