Ravager - Saboteur - Long Range
Skill Bonus: Creatures, Language, Magick, Alchemy, Attunement Weapons: Bow, Knife, Rod, Whip Armor: Robe, Hat Innate Magic: Black Magic (High)
For as long as magic has been studied, there have always been two distinctions in particular. White magic, that primarily concerning healing. Black magic, that concerning destruction. While both arcane traditions wield the elements in some capacities, Black Magic considers the elemental magics to be elementary to its regimen. Through use of fire, ice, and thunder, black magic has been a staple tool of warfare for as long as recorded history. Black Mages are also capable of spells of subtle but crippling debilitation, making his enemies more susceptible to the forces of his allies, and his own powerful magic. In contrast to White Mages, who often turn outward towards the gods, Black Mages most often turn towards their own strength, channeling it towards empowering their spells. This overchanneling has a tendency to backfire, but the risks are often worth the results.
Abilities
The Black Mage's Primary A-Ability is Thaumaturgy.
Their secondary A-Ability is Black Magic.
Manastream and Thaumaturgy
A Black Mage can augment their offensive magic by tapping into the unstable stream of magick called the Aether, as dangerous a prospect as that may be.
A Black Mage starts combat with 0 Aether. Each time the Black Mage casts an elemental Black Magic spell (that is, a spell that is not listed as unaspected), he gains one Aether.
Most Thaumaturgy abilities either cost MP or have other specified negative effects. They do not cost Aether. Each time the Black Mage uses a Thaumaturgy ability with the Backfire keyword, the user rolls 1d10; If the result is under the current Aether, the ability Backfires, causing the following effects:
- The character's Aether is reduced to 0.
- Any MP spent on the Thaumaturgy ability is lost.
- All Thaumaturgy abilities "queued up" are cancelled.
Black Mage Feature Abilities
Feature - Support Ability
Description: Black Mages are masters of offensive spells and the manipulation of Aether. They can diligently weave their Thaumaturgy into a devastating tapestry causing their next spell to do be warped beyond recognition. They can also grasp the fleeting threads of the most unstable Aether in the pursuit of more power.
Effect:
- The Black Mage receives +5 ACC when casting Black Magic spells.
- The Black Mage may use a Thaumaturgy ability as a Chain 1. As such, they may use multiple Thaumaturgy abilities in a single turn.
- If a Backfire Check is successful when the Black Mage is at 5 or higher Aether, the Overload effect for the ability is used in place of the regular Effect.
- The Black Mage also receives an extra die when making an Attunement check related to the detection of elemental magic.
Black Magic I
A-Ability
Description: Teaches the character two Rank I Black Magic spells. For more information on the spells available to the Black Mage, please see the Black Magic page.
Clear Mind
Innate - Thaumaturgy - Free Action - Self
Description:
Effect: Resets the Black Mage's Aether to 0. The Black Mage gains 2 MP for every Aether lost this way.
Focus
Innate - Thaumaturgy - Full Round Action - Self
Description:
Effect: Sets the Black Mage's Aether to 5.
Empower Spell I
Thaumaturgy - Backfire Check - Simple Action - 5 MP
Description:
Effect: Adds +20 damage to the next Black Magic spell cast this round.
Overload: Adds +50 damage to the next Black Magic spell cast this round.
Channel Spell I
Thaumaturgy - Backfire Check - Simple Action - 5 MP
Description:
Effect: Adds +5 ACC to the next Black Magic spell cast this round.
Overload: Adds +10 ACC to the next Black Magic spell cast this round.
Disabling Spell I
Thaumaturgy - Backfire Check - Simple Action - 5 MP
Description:
Effect: Adds +5 MND to the next Black Magic spell cast this round.
Overload: Adds +10 MND to the next Black Magic spell cast this round.
Swiftcast I
Thaumaturgy - Backfire Check - Simple Action - 8 MP
Description:
Effect: Adds +2 Initiative next round if the next Black Magic spell cast this round hits any target.
Overload: Adds +4 Initiative next round if the next Black Magic spell cast this round hits any target.
Break - Manafont
Thaumaturgy - Self - Free Action
Description:
Effect: Resets the Black Mage's Aether to 0. The Black Mage gains 5 MP for every Mana lost this way.
Break - Arcane Stabilization
Thaumaturgy - Interrupt - Self
Description:
Trigger: The Black Mage fails a Backfire roll.
Effect: Treat the Backfire roll as passed instead.
Rank 2
Black Magic II
A-Ability
Description: Teaches the character two Rank II Black Magic spell. For more information on the spells available to the Black Mage, please see the Black Magic page.
Shielding Spikes
Thaumaturgy - Backfire Check - Simple Action - 10 MP
Description:
Effect: The next Elemental Spikes spell cast this turn also bestows Shell.
Overload: The next Elemental Spikes spell cast this turn also bestows Shell and Resist for that element.
Spread Spell I
Thaumaturgy - Backfire Check - Simple Action - 8 MP
Description:
Effect: Increases the area of a Area 0 Black Magic spell cast this round to Area 1. Halves damage dealt for the spell, and DEX/MND is reduced by 20.
Overload: As effect, but damage is not reduced and DEX/MND is reduced by 10.
Charge Spell I
Thaumaturgy - Backfire Check - Simple Action - 0 MP
Description:
Effect: The next Black Magic spell you cast this round is not immediately cast; instead, it is cast as a Finisher that goes off 10 Initiative ticks later, increasing damage by MA*4 and DEX/MND by 5. Taking damage does not stop the spell, but getting Silenced, Disabled, or any status condition that removes you from Initiative does.
Overload: As Effect, but increase damage by MA*6 and DEX/MND by 10.
Antipode I
Support - Passive
Effect: When you remove Ignition via Ice damage or remove Chilled via Fire damage, you deal MA*2 Fire and Ice damage.
Searing Potency I
Support - Passive
Effect: Fire Amp 20 and Earth Amp 20.
Storm Potency I
Support - Passive
Effect: Lightning Amp 20 and Wind Amp 20.
Cold Potency I
Support - Passive
Effect: Water Amp 20 and Ice Amp 20.
Black Magic III
A-Ability
Description: Teaches the character two Rank III Black Magic spells. For more information on the spells available to the Black Mage, please see the Black Magic page.
Affinity: Black I
Innate - Support
Effect: Affinity for Black Magic increases by 1, increasing the damage of all Black Magic spells by MA*1.
Equip: Rod
Support - Passive
Effect: The character can equip Rods regardless of Job.
Empower Spell II
Thaumaturgy - Backfire Check - Simple Action - 10 MP
Description:
Effect: Adds +50 damage to the next Black Magic spell cast this round.
Overload: Adds +100 damage to the next Black Magic spell cast this round.
Channel Spell II
Thaumaturgy - Backfire Check - Simple Action - 10 MP
Description:
Effect: Adds +10 ACC to the next Black Magic spell cast this round.
Overload: Adds +15 ACC to the next Black Magic spell cast this round.
Disabling Spell II
Thaumaturgy - Backfire Check - Simple Action - 10 MP
Description:
Effect: Adds +10 MND to the next Black Magic spell cast this round.
Overload: Adds +15 MND to the next Black Magic spell cast this round.
Night Wing
Thaumaturgy - Backfire Check - Simple Action - 12 MP
Description:
Effect: Adds an effect to the spell: MND vs. SPR to cause Sleep.
Umbral Phage
Thaumaturgy - Backfire Check - Simple Action - 8 MP
Description:
Effect: Adds an effect to the spell: MND vs. SPR to cause Poison (-).
Black Abyss
Thaumaturgy - Backfire Check - Simple Action - 12 MP
Description:
Effect: Adds an effect to the spell: MND vs. SPR to cause Blind (4).
Black Magic IV
A-Ability
Description: Teaches the character two Rank IV Black Magic spells. For more information on the spells available to the Black Mage, please see the Black Magic page.
Clearer Mind
Augment: Clear Mind
Description:
Effect: Clear Mind restores an additional MP per Aether removed.
Presence of Mind
Augment: Clear Mind
Description:
Effect: Clear Mind remedies Silence, Fear, Terrified, and Provoke but becomes a Static 1.
Fast Focus
Augment: Focus
Description:
Effect: Focus costs 20 MP but can be used as a Chain 1.
SOS: Focus
Augment: Focus
Description:
Effect: Focus can be used as a Free Action if the character is HP Critical.
Antipode II
Support - Passive
Effect: When you remove Ignition via Ice damage or remove Chilled via Fire damage, you deal MA*4 Fire and Ice damage.
Charge Spell II
Thaumaturgy - Backfire Check - Simple Action - MP 0
Description:
Effect: The next Black Magic spell you cast this round is not immediately cast; instead, it is cast as a Finisher that goes off 15 Initiative ticks later, increasing damage by MA*6 and DEX/MND by 10. Taking damage does not stop the spell, but getting Silenced, Disabled, or any status condition that removes you from Initiative does.
Overload: As Effect, but increase damage by MA*8 and DEX/MND by 15.
Amber Storm
Thaumaturgy - Backfire Check - Simple Action - MP 12
Description:
Effect: Adds an effect to the next Fire element Black Magic spell cast this round: Creates a field of blazing fire in Area 1 at the point of the spell, dealing the Black Mage's MA*6 damage to anything that starts their turn or moves into the field. The field dissipates in 4 rounds.
Overload: The field's size increases to Area 2.
Blue Freeze
Thaumaturgy - Backfire Check - Simple Action - MP 12
Description:
Effect: Adds an effect to the next Ice element Black Magic spell cast this round: Creates a field of slippery ice in Area 1 at the point of the spell. Creatures that attempt to move onto an iced square on their turn must save MND vs. RES or suffer Downed. A creature only need make a save once during their turn. The field dissipates in 4 rounds.
Overload: The field's size increases to Area 2.
Yellow Crack
Thaumaturgy - Backfire Check - Simple Action - MP 12
Description:
Effect: Adds an effect to the next Thunder element Black Magic spell cast this round: Creates a field of crackling electricity in Area 1 at the point of the spell. Creatures that attempt to move onto an electrified square on their turn must save MND vs. RES or Disable (1). A creature only need make a save once during their turn. The field dissipates in 4 rounds.
Overload: The field's size increases to Area 2.
Break - Scathe
Thaumaturgy - Simple Action - Range 5 - MP 0
Description:
Effect: Resets the Black Mage's Aether to 0. Deals MA*12 unaspected damage to one creature within Range.
Overload: Deals MA*16 unaspected damage instead.
Break - Spell Cascade
Thaumaturgy - Free Action - Self
Description:
Effect: Thaumaturgy actions affect all Black Magic spells cast this round.