Black Mage

*In days long past, there existed an occult and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin. Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.*

**Role:** The black mage is often in a position to determine whatever role they choose. As a master of spellcasting, a black mage may fulfill many roles for the party in attack, defense or utility. Black mages usually have a high opinion of themselves, and tend to look down on other classes, though this is not always the case.

**Alignment:** Any

**Hit Die:** d6

**Starting Wealth:** 2d6 × 10 gil (average 70 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

**Class Skills**

The black mage’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

**Skill Points Per Level:** 4 + Int modifier

***Black Mage Main Ability Scores:***

The Black Mage mainly focuses on DEX for combat and INT for their class features and spells.

## Class Features

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

### Weapon and Armor Proficiency

Black Mages are proficient with the dagger, sling, power rod, power staff, animated dolls, and quarterstaff, but not with any type of armor or shield. Heavier armor interferes with a black mage’s movements, which can cause his spells with somatic components to fail.

### Limit Breaks (Su)

At 1st level, the black mage receives the Limit Breaks (Mana Wall and Ultima Weapons).

*Mana Wall (Su):* This Limit Break shields the black mage from damage by using his MP pool at a rate of 5 damage per magic point. This Limit Break lasts for a duration of 1 round + 1 round per four black mage levels after 1st and the black mage has no control over it. If the black mage is out of MP, the Limit Break ends prematurely and the black mage takes damage as normal. This limit break requires only a swift action.

*Ultima Weapons (Su):* This Limit Break allows the black mage to infuse all his allies and himself with magic to increase their destructive might. For himself, and allies in a 30-ft radius, for a duration of 1 round + 1 round per four black mage levels after 1st, all wielded natural, unarmed, and manufactured weapons are treated as magical and deal an additional 1d4 non-elemental damage + 1d4 per four black mage levels after 1st. This limit break requires only a swift action.

### Spells

A black mage casts black magic spells which are drawn the black mage spell list. A black mage begins play with 3 1st level black mage spells of his choice. The black mage also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to his list of spells. Each time a character attains a new black mage level, he gains two spells of his choice to add to his list of spells. The two free spells must be of spell levels he can cast. Like most mages, a black mage can find or purchase scrolls with spells to add to his repertoire.

To learn or cast a spell, the black mage must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a black mage’s spell is 10 + the spell level + the black mage’s Intelligence modifier. In addition, a black mage gains additional MP for having a high attribute (Intelligence—see **Table: Bonus MP per Day (by Spell Level)** on the MP System page).

### Black Magery (Ex)

At 1st level and every four black mage levels thereafter, a black mage increases his power with his spells of 1st level or higher. This ability applies only to spells that he casts as a black mage, not to those he might have by virtue of levels in another class. At each such opportunity, he can choose from the list of the following (with a maximum of 2 per):

* *Elemental Mastery:* This increases the black mage’s caster level by 1 for all spells with an elemental descriptor.
* *Increased Damage:* This increases any damage spell the black mage casts by 1 extra die of the appropriate type. This allows you to overcome any damage cap a spell might restrict you to. Only applies once per casting, such spells with multiple attacks (such as Ruin) only applies to 1 missile.
* *Spell Mastery:* This increases the DC for all of the black mage’s spells by 1.
* *Spell Penetration:* This increases the black mage’s caster level checks by 1 made to overcome a creature’s spell resistance. This stacks with the Spell Penetration feat.

### Spell Proficiency (Ex)

Black mages are considered to have the Precise Shot feat while casting spells, using class features that require ranged touch or using any magical items that require ranged touch.

### Cantrips

Black mages learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Black mages begin with 4 0-level spells and gain an additional 0-level spell every three levels after 1st level.

### Elemental Shield (Su)

At 2nd level, a black mage can use his knowledge of the elements and shield allies for a brief duration. As an immediate action, a black mage can shield himself and allies within 30 feet from elemental damage, gaining Elemental Resistance 2 to all elements (earth, fire, ice, lightning, water, and wind) until the start of the black mage’s next turn plus an additional 2 per two black mage levels after 2nd. A black mage may use elemental shield a number of times per day equal to 3 + his Intelligence modifier (minimum of 1).

### Mage Talents

As a black mage gains experience, he learns a number of talents that assist him in manipulating spells and other forms of magic. At 2nd level and every two levels thereafter, a black mage gains one mage talent. A black mage cannot select an individual talent more than once. Talents marked with an asterisk add effects to a black mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.

* A complete list of mage talents can be found here: Mage Talents

### Dark Affliction (Su)

At 3rd level, when the black mage casts any black magic enfeebling spells, the target of said spell takes a penalty to saving throws against any further of the same status effect equal to the spell level of the spell for any similar subsequent effects or spells for 1 round, even from effects or spells made by allies. This effect does not stack with itself.

### Focused Caster (Ex)

Beginning at 3rd level, a black mage gains the lucky status effect on any concentration check.

### Elemental Seal (Ex)

Beginning at 4th level, a black mage can increase the potency of his next elemental spell as a swift action, so long as the casting time of the spell is 1 standard action or less. The next elemental spell the black mage casts deals half again as much damage as normal and any elemental resistance the target(s) of this spell has is lessen by half as well. He can use this ability once per day and every four levels thereafter, he gains an additional use. The use of this ability cannot be used with metamagic feats.

### Metamagic Enhancement (Su)

A black mage is a master at manipulating magical forces. At 5th level, as a move action, he reduces the cost of any metamagic feat known by one MP less than standard. For example, a 5th level black mage casts a spell with the Empower feat for 1 extra MP cost higher than the original spell. The metamagic enhancement can only be applied to one enhancement per spell. This ability does not affect the Heighten Spell feat. At 11th level and 17th level, the adjusted MP cost is reduced one additional MP. The adjusted enhancement can never reduce the base spell below its original level. A black mage may use this ability up to 3 times per day.

### Clear Mind (Ex)

At 5th level, a black mage can regain his MP quicker. The black mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. For example, he could be riding in the back of a carriage and benefit from this ability. The black mage does not gain this recovery if he is asleep or unconscious. The black mage regains 1 MP per hour. This increases by 1 for every five black mage levels after 5th.

### Counter Magic (Ex)

Beginning at 6th level, the black mage learns to channel the lingering energies of magic that has been cast upon him and send it back to his enemies. Once per day, after succeeding a Spellcraft skill check to identify the spell, the black mage may cast that same spell in which he was a target of back at the caster as an immediate action. The black mage must already know the spell and fulfill the requirements of casting the spell in order for this ability to work. Additionally, the black mage must include the caster who triggered this ability in his spell. The black mage may use this ability an additional time per day at 12th and 18th level.

### Arcane Knowledge (Ex)

Beginning at 7th level, a black mage adds half his class level (minimum 1) to all Knowledge skill checks.

### Doublecast (Su)

At 10th level, a black mage can cast two spells using one standard action. Both of the spells must have the same standard action casting time. The black mage can make any decisions concerning the spells independently of each other. Any target affected by both of the spells takes a –4 penalty on saves made against each spell. A black mage receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells. The black mage may use this ability once per day at 10th level and one additional time per day at 15th and 20th level.

### Loremaster (Ex)

At 11th level, the black mage becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A black mage can choose not to take 10 and can instead roll normally. In addition, once per day, the black mage can take 20 on any Knowledge skill check as a standard action.

### Advanced Mage Talents

At 12th, and every two levels thereafter, a black mage learns further talents to assist him in manipulating spells and other forms of magic. He may choose one of the following advanced mage talents in place of a mage talent. Talents marked with an asterisk add effects to a black mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.

* A complete list of advanced mage talents can be found here: Advanced Mage Talents

### Metamagic Flexibility (Ex)

At 13th level, the black mage attains flexibility in metamagic knowledge. Once per day, as part of their meditation to regain lost MP, the black mage may gain the benefit of one metamagic feat that he doesn’t possess. The black mage must meet the prerequisites of the metamagic feat.

At 16th, once per day, the black mage is able to spend a full-round action to change the metamagic feat they selected at the beginning of the day for a different one. At 19th, they may exchange the metamagic feat twice per day.

### Sudden Metamagic (Su)

At 15th level, the black mage may apply any single metamagic feat that he knows to a 6th-level spell or lower that he is about to cast. This does not alter the level of the spell or the MP cost. The black mage can apply a metamagic feat in this way a number of times per day equal to his Intelligence modifier.

### Bypass Spell Resistance (Ex)

At 17th level, the black mage’s command of magic is such that he may unravel a creature’s natural resistance to magic. A black mage may reduce a target’s spell resistance by his black mage level, once per day per target. In addition, a black mage ignores energy resistance equal to half his caster level.

### 1 MP Spell (Su)

At 18th level, three times per day, as a free action, a black mage can reduce the cost of his next spell to 1 MP. This MP reduction is applied after any metamagic cost increases. Additional metamagic cannot be applied after this cost reduction.

### Shaped Area (Su)

At 19th level, a black mage can alter areas of effect for spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5 ft. cube. Furthermore, any shapeable spells have a minimum dimension of 5 ft. instead of 10 ft. He can use this ability a number of times per day equal to 3 + his Intelligence modifier.

### Black Wizard (Su)

At 20th level, a black mage becomes the pinnacle of black magic. The black mage gains the following abilities:

* Any enfeebling spells cast removes one beneficial spell of the highest level with a successful caster level check against the caster of the spell.
* Any elemental spells cast gains a circumstance bonus to damage rolls equal to the black mage’s Intelligence modifier.
* Any attacks (including magical ranged touch spells) now deal an additional 1d6 points of shadow damage and grants a +5 circumstance bonus to attack rolls against any creature that the black mage misses on his next attack roll.

## Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have black mage as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

* **Amalj’aa:** Add +1/2 to fire spell or spell-like ability damage.
* **Antica:** Add a +1 bonus on concentration checks made due to taking damage while casting black mage spells.
* **Dwarf:** Select one item creation feat known by the black mage. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gil (50 gil if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
* **Elvaan:**  Add +1/2 point of earth damage to spells that deal earth damage cast by the black mage.
* **Galka:** Select one item creation feat known by the black mage. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gil (50 gil if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
* **Genome:** Add one spell known from the Black Mage spell list. This spell must be at least one level below the highest spell level the Black Mage can cast.
* **Gnath:** Add a +1 bonus on concentration checks made due to taking damage while casting black mage spells.
* **Goblin:** Add +1/2 point of fire damage to spells that deal fire damage cast by the black mage.
* **Guado:** The black mage gains +1/6th of a mage talent.
* **Half-Breed:** When casting black mage enfeebling spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.
* **Hume:** Add one spell known from the black mage spell list. This spell must be at least one level below the highest spell level the black mage can cast.
* **Hypello:** Add one spell known with the poison or water descriptor from the geomancer’s spell list. This spell must be at least 1 level below the highest spell level the black mage can cast. The spell is treated as 1 spell level higher, unless it is also on the black mage spell list.
* **Mithra:** Add a +1 bonus on Concentration checks made due to taking damage while casting black mage spells.
* **Moogle:** Select one item creation feat known by the black mage. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gil (50 gil if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
* **Nu Mou:** Add one spell known from the black mage spell list. This spell must be at least one level below the highest spell level the black mage can cast.
* **Orc:** Add +1/2 point of fire damage to spells that deal fire damage cast by the black mage.
* **Qu:** Add a +1 bonus on Concentration checks made due to taking damage while casting black mage spells.
* **Quadav:** Select one item creation feat known by the black mage. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gil (50 gil if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
* **Sahagin:** Add +1/2 point of water damage to spells that deal water damage cast by the black mage.
* **Sylph:** Add one spell known from the black mage spell list. This spell must be at least one level below the highest spell level the black mage can cast.
* **Tarutaru:** Add +1/2 bonus on checks made to craft magic items.
* **Yagudo**: Add one spell known from the black mage spell list. This spell must be at least one level below the highest spell level the black mage can cast.

## Archetypes

* A complete list of black mage archetypes can be found here: Black Mage Archetypes