Black Mage
0/0/0/5/5 - 0/100
Equipment
Dagger, Rod, Mystic Armor
Bare
Strength: Light, Accuracy 1, Enchanted
Blocking: No
Defenses: Mystic
Style: Magical
Bonus: Pick one set
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Technique:
Bluff
AP: 130
Type: Action
Technique, Stance
Target: Self
50D F20
The Black Mage takes a moment to gather his focus before his next spell while luring the enemy into a false sense of security. When Bluff is used, the Black Mage enters a stance which last until the end of his next turn. If the next action performed by the Black Mage is a spell, apply a situational modifier to the damage dealt. If the Spell is Single Target apply +100%, if Group (Row) target apply +75%, and if Group Target apply +50%. Bluff has no effect on Shades of Black.
CoS: 100
Shades of Black
AP: 130
Type: Action
Technique, Elemental: (As Roll), Status: (As Roll)
Target: Single
70D F30
The Black Mage casts a random spell at no MP cost upon the target. The target must be declared before rolling for the result - and upon using Shades of Black, roll a d10. The roll corresponds with its own effect - the element options dealing (12 x MAG + d12) magical damage of the element rolled, while the statuses are inflicted with a (6) timer. If the result inflicted a status rather than damage, reduce the Black Mage's delay from Shades of Black by 10.
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CoS: 100
Adjustment: +6 Power per tier above one for the elemental damage effects.
Mana Wall
AP: 100
Type: Action
Technique, Stance
Target: Self
30D F15
The Black Mage focuses his energies to form a shield. Until their next turn, any damage dealt to the Black Mage has a 3/5 Defense Factor applied and damage is dealt to their MP instead of HP. Should the Black Mage's MP reach 0, the stance will immediately end. When overflow damage occurs to MP, it does not damage HP.
CoS: 100
Elemental Shift
AP: 120
Type: Action
Technique, Status: Seal
Target: Single
40D F15 MP: 81
Frustrated, the Black Mage destroys the elemental properties on a foe, letting them reform in a wholly different manner. Treat Elemental Shift as a Seal (U) effect which suppresses elemental weakness, resistance, immunities and absorbances on the target - these are then replaced by a new affinities for each element which last until the end of the battle, or the Seal status is removed some how. Roll a d8 to determine the affinity levels, once per each of the six elements.
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CoS: 70
Adjustment: +27 MP per tier above 1.
Recharge
AP: 130
Type: Action
Technique, Recovery
Target: Self
30D F15 MP: 10
Restores (6 x MAG + d8) MP to the Black Mage.
CoS: 100
Adjustment: +2 MP, +3 Power per tier above 1.
Magic:
Fire
AP: 100
Type: Action
Magic, Spell, Elemental: Fire
Target: Single
50D F20 MP: 60
Fire deals (12 x MAG + 1d12) magical Fire damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Fira
AP: 110
Type: Action
Magic, Spell, Elemental: Fire
Target: Group (Row)
55D F20 MP: 90
Fira deals (11 x MAG + 1d10) magical Fire damage to the target row.
CoS: 100
Adjustment: +30 MP, +5 Power and +1d10 per tier above 1.
Firaga
AP: 120
Type: Action
Magic, Spell, Elemental: Fire
Target: Group
60D F25 MP: 120
Firaga deals (10 x MAG + 1d8) magical Fire damage to the target group.
CoS: 100
Adjustment: +40 MP, +5 Power per tier above 1.
Tri-Fire
AP: 110
Type: Action
Magic, Spell, Elemental: Fire, Multi-Hit (3 hits)
Target: Single
60D F25 MP: 120
Tri-Fire strikes three times, with each hit inflicting (7 x MAG + d6) magical Fire damage.
CoS: 70
Adjustment: +40 MP, +3 Power and +1 die per tier above 1.
Blizzard
AP: 100
Type: Action
Magic, Spell, Elemental: Ice
Target: Single
50D F20 MP: 60
Blizzard deals (12 x MAG + 1d12) magical Ice damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Blizzara
AP: 110
Type: Action
Magic, Spell, Elemental: Ice
Target: Group (Row)
55D F20 MP: 90
Blizzara deals (11 x MAG + 1d10) magical Ice damage to the target row.
CoS: 100
Adjustment: +30 MP, +5 Power and +1d10 per tier above 1.
Blizzaga
AP: 120
Type: Action
Magic, Spell, Elemental: Ice
Target: Group
60D F25 MP: 120
Blizzaga deals (10 x MAG + 1d8) magical Ice damage to the target group.
CoS: 100
Adjustment: +40 MP, +5 Power per tier above 1.
Tri-Blizzard
AP: 110
Type: Action
Magic, Spell, Elemental: Ice, Multi-Hit (3 hits)
Target: Single
60D F25 MP: 120
Tri-Blizzard strikes three times, with each hit inflicting (7 x MAG + d6) magical Ice damage.
CoS: 70
Adjustment: +40 MP, +3 Power and +1 die per tier above 1.
Thunder
AP: 100
Type: Action
Magic, Spell, Elemental: Lightning
Target: Single
50D F20 MP: 60
Thunder inflicts (12 x MAG + 1d12) magical Lightning damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Thundara
AP: 110
Type: Action
Magic, Spell, Elemental: Lightning
Target: Group (Row)
55D F20 MP: 90
Thundara inflicts (11 x MAG + 1d10) magical Lightning damage to the target row.
CoS: 100
Adjustment: +30 MP, +5 Power and +1d10 per tier above 1.
Thundaga
AP: 120
Type: Action
Magic, Spell, Elemental: Lightning
Target: Group
60D F25 MP: 120
Thundaga inflicts (10 x MAG + 1d8) magical Lightning damage to the target group.
CoS: 100
Adjustment: +40 MP, +5 Power per tier above 1.
Tri-Thunder
AP: 110
Type: Action
Magic, Spell, Elemental: Lightning, Multi-Hit (3 hits)
Target: Single
60D F25 MP: 120
Tri-Thunder strikes three times, with each hit inflicting (7 x MAG + d6) magical Lightning damage.
CoS: 70
Adjustment: +40 MP, +3 Power and +1 die per tier above 1.
Water
AP: 100
Type: Action
Magic, Spell, Elemental: Water
Target: Single
50D F20 MP: 60
Water inflicts (12 x MAG + 1d12) magical Water damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Watera
AP: 110
Type: Action
Magic, Spell, Elemental: Water
Target: Group (Row)
55D F20 MP: 90
Watera inflicts (11 x MAG + 1d10) magical Water damage to the target row.
CoS: 100
Adjustment: +30 MP, +5 Power and +1d10 per tier above 1.
Waterga
AP: 120
Type: Action
Magic, Spell, Elemental: Water
Target: Group
60D F25 MP: 120
Waterga inflicts (10 x MAG + 1d8) magical Water damage to the target group.
CoS: 100
Adjustment: +40 MP, +5 Power per tier above 1.
Tri-Water
AP: 110
Type: Action
Magic, Spell, Elemental: Water, Multi-Hit (3 hits)
Target: Single
60D F25 MP: 120
Tri-Water inflicts (7 x MAG + d6) magical Water damage.
CoS: 70
Adjustment: +40 MP, +3 Power and +1 die per tier above 1.
Dark
AP: 100
Type: Action
Magic, Spell, Elemental: Shadow
Target: Single
50D F20 MP: 60
Dark inflicts (12 x MAG + 1d12) magical Shadow damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Darkra
AP: 110
Type: Action
Magic, Spell, Elemental: Shadow
Target: Group (Row)
55D F20 MP: 90
Darkra inflicts (11 x MAG + 1d10) magical Shadow damage to the target row.
CoS: 100
Adjustment: +30 MP, +5 Power and +1d10 per tier above 1.
Darkga
AP: 120
Type: Action
Magic, Spell, Elemental: Shadow
Target: Group
60D F25 MP: 120
Darkga inflicts (10 x MAG + d8) magical Shadow damage to the target group.
CoS: 100
Adjustment: +40 MP, +5 Power per tier above 1.
Doomsday
AP: 110
Type: Action
Magic, Spell, Elemental: Shadow
Target: All
65D F25 MP: 90
Doomsday inflicts (16 x MAG + d12) magical Shadow damage to all units on the field, adjusted based on character tier. The Black Mage and his allies take -50% damage from Doomsday.
CoS: 100
Adjustment: +30 MP, +8 Power per tier above 1.
Quake
AP: 100
Type: Action
Magic, Spell, Ground-Based
Target: All
65D F25 MP: 90
Deals (16 x MAG + d12) magical damage to the all targets currently on the battle field. The Black Mage and his allies receive -50% damage from Quake.
CoS: 100
Adjustment: +30 MP, +8 Power per tier above 1
Meteor
AP: 120
Type: Action
Magic, Spell, Multi-Hit (2 Hits)
Target: Random
50D F20 MP: 90
Each strike from Meteor inflicts (7 x MAG + d6) Piercing magical damage. When Meteor is cast, randomly select two targets from the enemy group, then apply damage per hit per target.
CoS: 100
Adjustment: +30 MP, +1 Additional hit to a random target per tier above 1.
Flare
AP: 120
Type: Action
Magic, Spell
Target: Single
55D F20 MP: 120
Assailing the target with sheer magical force, Flare inflicts (16 x MAG + 2d12) magical damage.
CoS: 100
Adjustment: +40 MP, +8 Power +1 die per tier above 1.
Ultima
AP: 140
Type: Action
Magic, Spell
Target: Group
70D F35 MP: 240
With a keening wail, the energy of Ultima slowly expands to encompass the field, inflicting (16 x MAG + 1d12) magical damage to a group.
CoS: 100
Adjustment: +80 MP, +8 Power per tier above 1.
Magic Burst
AP: 130
Type: Action
Magic.
Target: Single
20+[S]D F[S]
Magic Burst can be used if the previous action was a single target Weapon or Aimed Technique performed by an ally. The Black Mage casts a spell on the same target, empowering the ally's assault - Mechanically speaking, the Black Mage casts a single target Spell on the same target that was struck, but with a x2 Power multiplier. If the spell has a CT, complete the CT before checking to see if the preceding action satisfies Magic Burst's conditions - If it does not, Magic Burst fails. (You can begin charging without being set up first - just be confident that your setup will be there in time to cast.)</span>
Poison
AP: 100
Type: Action
Magic, Spell, Status: Poison
Target: Single
40D F15 MP: 48
Poison summons a burbling morass of noxious fluid that inflicts Poison (6).
CoS: 70
Adjustment: +16 MP per tier above 1.
Poisonga
AP: 150
Type: Action
Magic, Spell, Status: Poison
Target: Group
50D F20 MP: 99
Poisonga summons a burbling morass of noxious fluid that inflicts Poison (4) to a group.
CoS: 60
Adjustment: +33 MP per tier above 1.
Sleep
AP: 100
Type: Action
Magic, Spell, Status: Sleep
Target: Single
40D F15 MP: 48
Sleep dulls an enemy's alertness and lulls them into a deep slumber, inflicting Sleep (5).
CoS: 65
Adjustment: +16 MP per tier above 1.
Sleepga
AP: 150
Type: Action
Magic, Spell, Status: Sleep
Target: Group
50D F20 MP: 144
Sleepga dulls an enemy's alertness and lulls them into a deep slumber, inflicting Sleep (3) to a group.
CoS: 55
Adjustment: +48 MP per tier above 1.
Blind
AP: 100
Type: Action
Magic, Spell, Status: Blind
Target: Single
40D F15 MP: 48
Blind shrouds the enemy in darkness, inflicting Blind (6).
CoS: 70
Adjustment: +16 MP per tier above 1.
Blindga
AP: 150
Type: Action
Magic, Spell, Status: Blind
Target: Group
50D F20 MP: 99
Blindga shrouds the enemy in darkness, inflicting Blind (4) to a group.
CoS: 60
Adjustment: +33 MP per tier above 1.
Deprotect
AP: 100
Type: Action
Magic, Spell, Status: Deprotect
Target: Single
40D F15 MP: 45
Deprotect exposes the enemy's vulnerabilities and inflicts Deprotect (6).
CoS: 75
Adjustment: +15 MP per tier above 1.
Deprotectga
AP: 150
Type: Action
Magic, Spell, Status: Deprotect
Target: Group
50D F20 MP: 90
Deprotectga exposes the enemy's vulnerabilities and inflicts Deprotect (4) to a group.
CoS: 65
Adjustment: +30 MP per tier above 1.
Deshell
AP: 100
Type: Action
Magic, Spell, Status: Deshell
Target: Single
40D F15 MP: 45
Deshell weakens the enemy's resistance to magical harm and inflicts Deshell (6).
CoS: 75
Adjustment: +15 MP per tier above 1.
Deshellga
AP: 150
Type: Action
Magic, Spell, Status: Deshell
Target: Group
50D F20 MP: 90
Deshellga weakens the enemy's resistance to magical harm and inflicts Deshell (4) to a group.
CoS: 65
Adjustment: +30 MP per tier above 1.
Slow
AP: 100
Type: Action
Magic, Spell, Status: Slow
Target: Single
40D F15 MP: 45
With a lethargic whine, the spell inflicts Slow (6) upon the target.
CoS: 75
Adjustment: +15 MP per tier above 1.
Slowga
AP: 150
Type: Action
Magic, Spell, Status: Slow
Target: Group
50D F20 MP: 90
With a lethargic whine, the spell inflicts Slow (4) on a group.
CoS: 65
Adjustment: +30 MP per tier above 1.
Debrave
AP: 100
Type: Action
Magic, Spell, Status: Debrave
Target: Single
40D F15 MP: 45
Inflicts Debrave (6).
CoS: 75
Adjustment: +15 MP per tier above 1.
Debravega
AP: 150
Type: Action
Magic, Spell, Status: Debrave
Target: Group
50D F20 MP: 90
Inflicts Debrave (4) to a group.
CoS: 65
Adjustment: +30 MP per tier above 1.
Defaith
AP: 100
Type: Action
Magic, Spell, Status: Defaith
Target: Single
40D F15 MP: 45
Inflicts Defaith (6).
CoS: 75
Adjustment: +15 MP per tier above 1.
Defaithga
AP: 150
Type: Action
Magic, Spell, Status: Defaith
Target: Group
50D F20 MP: 90
Inflicts Defaith (4).
CoS: 65
Adjustment: +30 MP per tier above 1.
Imperil
AP: 100
Type: Action
Magic, Spell, Status: Imperil
Target: Single
40D F15 MP: 105
Imperil removes an enemy's resistances to the elements, inflicting Imperil (6).
CoS: 70
Adjustment: +35 MP per tier above 1.
Curse
AP: 100
Type: Action
Magic, Spell, Effect: Curse
Target: Single
40D F15 MP: 48
A puff of black smoke lays a foul hex, inflicting Curse (6).
CoS: 70
Adjustment: +16 MP per tier above 1.
Pain
AP: 110
Type: Action
Magic, Spell, Status: Pain
Target: Single
40D F15 MP: 75
Pain overwhelms the enemy with sensation and robs them of the will to attack, inflicting Pain (5).
CoS: 65
Adjustment: +25 MP per tier above 1.
Immobilize
AP: 100
Type: Action
Magic, Spell, Status: Immobilize
Target: Single
40D F15 MP: 48
With the distant sound of whirring machinery, the spell Immobilizes (6) the target.
CoS: 70
Adjustment: +16 MP per tier above 1.
Stop
AP: 125
Type: Action
Magic, Spell, Status: Stop
Target: Single
40D F15 MP: 150
Inflicts Stop (3) upon the target.
CoS: 60
Adjustment: +50 MP per tier above 1.
Toad
AP: 120
Type: Action
Magic, Spell, Status: Toad
Target: Single
40D F15 MP: 120
The spell transmogrifies the target in a puff of smoke, granting them the pleasant gift of being a Toad (5). If cast on a target who is already a Toad, it instead automatically hits and cures that status.
CoS: 65
Adjustment: +40 MP per tier above 1.
Break
AP: 125
Type: Action
Magic, Spell, Status: Stone
Target: Single
50D F20 MP: 150
Earthen molding begins to form around the target, encasing them in stone with a duration of (U).
CoS: 45
Adjustment: +50 MP per tier above 1.
Zombie
AP: 100
Type: Action
Magic, Spell, Status: Zombie
40D F15 MP: 90
Inflicts Zombie (6).
CoS: 70
Adjustment: +30 MP per tier above 1.
Death
AP: 125
Type: Action
Magic, Spell, Effect: Death
Target: Single
50D F20 MP: 150
A spectre of the skull and an otherworldly laugh can be heard if this spell is successful - Death instantly reduces its target to 0 HP.
CoS: 45
Adjustment: +50 MP per tier above 1.
Lock
AP: 100
Type: Action
Magic, Spell, Status: Lock
Target: Single
40D F15 MP: 105
Lock places a curse on the enemy, increasing their susceptibility to conditions and inflicting Lock (6).
CoS: 70
Adjustment: +35 MP per tier above 1.
Condemn
AP: 110
Type: Action
Magic, Spell, Status: Condemn
Target: Single
40D F15 MP: 114
Inflicts Condemn (4) to the target.
CoS: 60
Adjustment: +38 MP per tier above 1.
Decoy
AP: 100
Type: Action
Magic, Spell, Status: Provoke
Target: Single
40D F15 MP: 75
The Black Mage weaves trickery, employing a friend in a cunning ruse. Decoy inflicts Provoke (4) to the target as if an ally of your choice did the provoking. (<span style="background-color: transparent; color: #000000; font-family: serif; font-size: 16px; text-align: start; text-decoration: none; vertical-align: baseline;">The monster is forced to target themselves or that ally.)</span>
CoS: 70
Adjustment: +25 MP per tier above 1.
Warp
AP: 100
Type: Action
Magic, Spell,
Target: Group
40D F15 MP: 50
When Warp is cast, the entire party is removed from the battle, instantly ending it as if they had all performed successful Escape actions. Warp can also be used to move the party up and down floors of buildings and dungeons that the Black Mage has been to before.
CoS: 100
DeBarrier
AP: 100
Type: Action
Magic, Effect: Dispel
Target: Single
40D F15 MP: 60
DeBarrier removes Protect, Shell, Barspells, Resist and Reflect from the target.
CoS: 70
Adjustment: +20 MP per tier above 1.
DeSpell
AP: 100
Type: Action
Magic, Spell, Effect: Dispel
Target: Single
40D F15 MP: 60
DeSpell removes Stop, Slow, Haste, Regen, Refresh, Sap, Condemn, Veil and Lock from the target.
CoS: 75
Adjustment: +20 MP per tier above 1.
Haste
AP: 100
Type: Action
Magic, Spell, Enhancement: Haste
Target: Single
40D F15 MP: 45
Red light and images of whirring hands appear as the spell bestows Haste (6) upon the target.
CoS: 100
Adjustment: +15 MP per tier above 1.
Temper
AP: 100
Type: Action
Magic, Spell, Enhancement: Critical Up
Target: Single
40D F15 MP: 45
The target's weapon is bolstered, bestowing Critical Up (6) upon the target.
CoS: 100
Adjustment: +15 MP per tier above 1.
Undo
AP: 100
Type: Action
Magic, Spell
Target: Single
50D F20 MP: 96
Resets the target's Current HP and MP values to what they had been at the start of their last turn.
CoS: 70
Adjustment: +32 MP per tier above 1.
Float
AP: 100
Type: Action
Magic, Spell, Enhancement: Float
Target: Group
50D F20 MP: 99
The spell frees the party from the ground, bestowing Float (4).
CoS: 100
Adjustment: +33 MP per tier above 1.
Drain
AP: 100
Type: Action
Magic, Spell, Drain
Target: Single
50D F20 MP: 90
Drain deals (10 x MAG + d10) magical damage. The Black Mage gains HP equal to the damage dealt.
CoS: 100
Adjustment: +30 MP, +5 Power per tier above 1.
Aspir
AP: 100
Type: Action
Magic, Spell, Drain
Target: Single
50D F20 MP: 21
Aspir inflicts (10 x MAG + d10) magical damage to the target's MP. The Black Mage gains MP equal to the damage dealt.
CoS: 100
Adjustment: +3 MP, +5 Power per tier above 1.
Bio
AP: 100
Type: Action
Magic, Spell, Status: Sap
Target: Single
50D F20 MP: 90
Bio deals (6 x MAG + d6) magical damage, and has an additional 60% CoS to inflict Sap (4).
CoS: 100
Adjustment: +30 MP, +3 Power per tier above 1.
Tornado
AP: 120
Type: Action
Magic, Spell, Effect: Near-Fatal
Target: Single
50D F20 MP: 150
A Tornado assaults the enemy, cutting off all but its ones digit in HP.
CoS: 50
Adjustment: +50 MP per tier above 1.
Gravity
AP: 100
Type: Action
Magic, Spell, Effect: Gravity
Target: Single
50D F20 MP: 60
Gravity reduces an enemy's current HP by 25%.
CoS: 75
Adjustment: +20 MP per tier above 1.
Gravija
AP: 120
Type: Action
Magic, Spell, Effect: Gravity
Target: Single
60D F20 MP: 120
Gravija reduces an enemy's current HP by 50%.
CoS: 60
Adjustment: +40 MP per tier above 1.
Remove
AP: 125
Type: Action
Magic, Spell, Effect: Eject
Target: Single
50D F20 MP: 138
Remove sucks the target into another dimension, inflicting Eject.
CoS: 45
Adjustment: +46 MP per tier above 1.
X-Zone
AP: 150
Type: Action
Magic, Spell, Effect: Eject
Target: Group
60D F30 MP: 213
X-Zone sucks enemies into another dimension, inflicting Eject.
CoS: 35
Adjustment: +41 MP per tier above 1.
Stun
AP: 100
Type: Action
Magic, Spell, Effect: Delay
Target: Single
40D F20 MP: 66
Stun increases the target's Delay by 20.
CoS: 70
Adjustment: +22 MP per tier above 1.
Support:==
Turbo MP 1-2
AP: 125
Type: Support
Multiply the MP Cost of all Spells with a Power score you cast by 1.25 at rank 1, then x1.5 at rank 2. When you pay this increased cost, multiply the power of each spell you cast by the same amount as well. (This does not affect, say, rod critical hits or Shades of Black)
Pierce
AP: 175
Type: Support
A master Black Mage cannot be stopped by mere enchantments. Pierce allows the users' Spells to ignore the Reflect status.
Jinx
AP: 150
Type: Support
Jinx lengthens the timers of all negative status effects bestowed by the Black Mage, increasing the timer of negative statuses inflicted by (2). Jinx has no effect on the duration of Condemn statuses, or positive Enhancements.
Geomancy
AP: 200
Type: Support
When the Black Mage inflicts elemental damage to a target, he treats their elemental properties as being one grade worse, such that enemies with no properties are Weak, those resistant are treated normally, those who are immune are merely resistant, and those who are absorbent are simply immune. (Weakness <- Neutral <- Resistant <- Immune <- Absorbent)
Arcane Evasion 1-4
AP: 80
Type: Support
The Black Mage gains 1 rank of Magic Evasion per rank.
Reactions:
Magic Counter
AP: 150
Type: Reaction
Magic
Target: Triggering Enemy Only
Trigger: The Black Mage is hit by a spell which deals damage and/or inflicts a negative status or effect.
The Black Mage uses keen insight and is capable of hurling the spell he was just hit with back at his foe. When Magic Counter is triggered, the Black Mage casts the same spell that struck them at the original caster, paying all MP costs. The CoS of the spell is slightly reduced, as below. Use the same damage code snd MP price as the original spell, but use the Black Mage's properties and attributes. (For example, if a level 31 monster cast Fire on a level 28 Black Mage, inflicting 25xMAG+d10 damage and costing 23 MP, the Black Mage would Magic Counter with a Fire that dealt 25xMAG+d8 damage and cost 21 MP, while if the Black Mage simply had Fire equipped and cast it, it would only inflict 20xMAG+d10 damage and cost 21 MP)
CoS: Spell-20
MP Absorb
AP: 150
Type: Reaction
—
Target: Self
Trigger: The Black Mage is hit by a spell which deals damage and/or inflicts a negative status or effect.
The Black Mage has a chance to absorb the energy used on the spell that hit him. MP Absorb grants the Black Mage MP equal to the triggering spell's MP cost.
CoS: 80