Site hosted by Angelfire.com: Build your free website today!

Black Mage Abilities

Black Mages

Ability Name Description Other Notes
     
Black Magic lvl. 1-4 The Black Mage gains access to levels 1-4 Black Magic  
Black Magic lvl. 5-7 The Black Mage gains access to levels 5-7 Black Magic Black Magic lvl. 1-4 must be learned first.
Curse The Black Mage whispers a secret chant that curses an enemy by plaguing said enemy with a negative status effect. The result is random, but always good (for Black Mage and friends anyway). Roll 1d10 for the person being Curses:
1 = Poison
2 = Blind
3 = Mute
4 = Slow
5 = Stop
6 = Confusion
7 = Zombie
8 = Frog
9 = Immobile
10 = Paralyze
Mana Bolt The Black Mage is able to produce a bolt of raw mana to strike at foes from a distance. Costs 1 MP to use. 1d6 + Wisdom X MDC non-elemental damage. Has range of a bow.
Create Element The Black Mage is now able to create a small amount of any element for most any non-combat situation. This can be used to create a small fire, a small gust of wind, or even light up or darken a room. Elements requires 1 MP to create.  
Counter Magic When a spell that only targets the Black Mage is cast, successful or not, if the Black Mage has the same spell, he may immediately (free action) cast the same spell back at the enemy for double the MP cost. Example: Red Mage casts Water 1 on Black Mage. Black Mage knows Water 1, so after the spell connects, Black Mage counters with his own Water for 12 MP. Next round, Red Mage casts Earth 1. Black Mage doesn't know Earth 1 so he can't counter.
Dark Enchant Using this turns the Black Mage's equipped weapon into a darkness-enchanted weapon (thus making it a Dark elemental weapon), capable of dealing more damage than usual to any being weak against dark attacks. Costs 1 MP to activate and it lasts until the end of the battle or until it is voluntarily dispelled or is struck by a Dispel spell. Dark Enchant can be used in-between rounds as a free action.
Disperse The Black Mage is now able to use certain spells on multiple targets at once. Some examples of dispersible spells are Fire, Ice, Bolt, Bio, Water, Earth, and Dark
Weaken This ability allows the Black Mage to instantly remove one random positive status effect from an enemy. Example: An enemy has Float, Regen, and Shell working for him right now. Numbers are assigned to each of these effects, 1-3 respectively. In this case, a 1d3 is rolled. A 2 is rolled. In this instance, Regen is is removed. If used next turn, a 1d2 would be used for Float and Shell. Numbers can be assigned however the player wishes. In this example, the numbers were assigned in the respective effect order.
Nullify When used in battle, the Black Mage is completely invincible to magical damage. Lasts until the Black Mage's next turn. Can be used as the player's action for the round before initiative is even rolled.


Wizards

Ability Name Description  
     
Black Magic lvl. 8-10 The Black Mage gains access to levels 8-10 Black Magic Black Magic lvl. 5-7 must be learned first.
Turbo MP This allows the Black Mage to intensify the power of any spell he casts. In return for doubling any spell's MP cost, the effects of said boosted spell are increased by 50% (round down) as well as Wisdom and MDC. Magery is unaffected. Example: A mage with 10 Wisdom and X2 MDC casts Fire 1 (4d6 damage). If he powers it up with MP Turbo, it is now a Fire 1 spell which deals 6d9 damage + 15 Wisdom X3 MDC.
Desperation Any time that the Black Mage falls into critical condition (10% or less HP), he immediately casts the most powerful offensive spell he possesses with what MP he may have left. The Black Mage may choose which spell is cast, but it has to be as high a level as possible.
Sequence The Black Mage casts an ever-increasing-in-power chain of spells that are all linked to one element. He takes levels 1, 2, and 3 of an elemental set of spells and casts them one after the other all with one action. Example: Fire 1, Fire 2, and Fire 3 could be used together in a sequence.

One sequence of spells must be learned first before the Sequence ability can be learned.
Rainbow The Black Mage weaves an interesting set of spells that utilizes several elements at once. He takes several elements of one level in order to make a "Rainbow" of magic. 3-7 spells can be used to make a Rainbow. Example: Black Mage uses Fire 1, Water 1, Bio 1, and Dark 1 together to make a Rainbow. The spells are cast in that order and all do separate damage.

Rainbow can be used with level 2 and 3 spells as well (Fire 2, Water 3, etc.)

The Black Mage must be able to make one Rainbow (3 elemental spells of the same level) before he learns the Rainbow ability.


Time Mages

Ability Name Description Other Notes
     
Time Magic lvl. 1-4 The Black Mage now has access to levels 1-4 Time Magic.  
Time Magic lvl. 5-7 The Black Mage now has access to levels 5-7 Time Magic. Time Magic lvl. 1-4 must be learned first.
Synchronize This ability is used before initiative is rolled in a round. The Black Mage rolls 1d2. If a 1 is rolled, his entire party goes first and they can decide exactly when they take their turns. If a 2 is rolled, the entire enemy party goes first and they get to choose exactly when they take their turns.  
Float The Black Mage is always under the "Float" status effect. If Dispel or a similar effect is used on the Black Mage, Float is disabled until then end of battle.
Timeless The Black is now immune to "Slow" and "Stop"  


Cosmic Mages

Ability Name Description Other Notes
     
Time Magic lvl. 8-10 The Black Mage now has access to levels 8-10 Time Magic. Time Magic lvl. 8-10 must be learned first.
Teleport The Black Mage can now teleport anywhere over a short distance (about 100 yards of his starting point). The Black Mage may teleport to higher or lower ground. Note: Teleporting is tiring and will not decrease travel time.
Double Time When used, the Black Mage distorts Time/Space so much that he IMMEDIATELY takes two actions in a row (much like the spell "Quick"). Double Time may not be used on the first round of combat. Non-magical distortion of Time/Space takes longer to perform. Double Time may only be used once per battle.
Auto Haste The Black Mage is always under the Haste status effect.  
Critical Quick When the Black Mage is reduced to critical condition (10% of HP), he immediately casts "Quick" on himself at no cost of MP.  


Elementalists

Ability Name Description Other Notes
     
Elemental Blade The Black Mage uses this ability to infuse his weapon temporarily with an element. The weapon thus infused then gains that element until the end of battle. Costs 1 MP per element infusion. Elemental Blade can be used in-between rounds as a free action.

Fire, Ice, Water, Earth, Nature, Wind, and Lightning can be used with Elemental Blade.
Elemental Bolts Elemental Bolts allows a Black Mage to produce a bolt of elemental energy that can be hurled at an enemy. This bolt does 1d8 + Wisdom X MDC (chosen element) damage, has the range of a bow, and costs 1 MP to use. Fire, Ice, Water, Nature, Wind, Earth, and Lightning can be used with Elemental Bolts
Elemental Guard Elemental Guard gives the Black Mage added protection against one or several elements. When Elemental Guard is first obtained, the Black Mage gets 3 points to distribute among the 7 elements he deals with: Fire, Ice, water, Wind, Lightning, Nature, and Earth. Effects of point distribution are shown in the notes to the right. Effects of Elemental Guard Point Distribution:
1 point = Half-damage from selected element
2 points = Complete immunity from selected element
3  points = All damage from selected element is now absorbed as HP

Point benefits can act with other guards (such as equipment or innate elements) to provide better effects than what the points normally allow.
Example: Black Mage's innate element is Earth, making him resistant to Earth damage (half normal damage). He puts a point of Elemental Guard into Earth, giving him complete immunity against Earth damage and leaving him with 2 more points to distribute however he wishes.
 
Elemental Shift Elemental Shift allows the Black Mage to alter the innate element of any person or item temporarily to any other element he desires. Other things can shifted, though it is often left to the imagination of the player. Times can be set to any shift if the player so desires (it's a good idea to use time limits so as to not disturb natural balance for too long). Each use of Elemental Shift requires 1 MP to use and is subject to DM discretion. After all, setting the wind around an enemy castle on fire is kinda... wrong. Examples:
A Black Mage comes across a poisoned pool of water (Nature elemental). Using Elemental Shift, he changes it's innate element to water, thus clearing the water of any toxins and making it safe for drinking. The same could be done to poison gas by changing it to an innate Wind, thus making it safe for breathing.

In another instance, a Black Mage needs to cross a river in a hurry (he's being chased), so he changes the innate element to ice temporarily so he can run across. Once across, he changes it's innate element to Fire on a time limit of 3 minutes, long enough for him to get away. Note: In this example, only the portion of the river that he wants to catch on fire will catch on fire. It won't spread.
Debilitate When used, an entire group of enemies suddenly becomes weak against any number of elemental attacks. When used, roll 1d7 for each enemy. That particular enemy is now weak against:
1 = Fire
2 = Water
3 = Ice
4 = Wind
5 = Lightning
6 = Earth
7 = Nature


Battle Mages

Ability Name Description Other Notes
     
Combat Upgrade Ups Black Mage's HP/level die from 1d6 to 1d8. Black Mage gains one extra weapon proficiency. New proficiency is at the same skill level as the characters least proficient weapon.
MP <-----> HP Whenever struck, if the Black Mage chooses, he may take damage to his MP instead of his HP. In addition, if he falls victim to MP damage such as that caused by Rasp, he may choose to instead take damage to his HP instead of MP.  
Arcane Mastery Ups Black Mage's MP/level die from 1d10 to 1d12. In addition, all spells cost 20% less MP to cast (rounded down; all MP costs will be adjusted by the DM. Don't worry, you don't have to do the math).  
Burn Out At any time, the Black Mage may use HP as MP. This may not be used with curative magiks.
Mirror Image When used, bestows the "Image" status effect on the Black Mage.