Black Mage
"I hope you like it hot."
With a distinct pointed cap and a face shrouded deep inside the darkness of their cowl, the Black Mage is a master of magic turned to the aim of destruction. Even if their outfits seem doddering and silly, and whether they're loudmouthed, stoic or shy, the fires, blizzards and thunderstorms they call inspire awe in those around them.
The iconic Black Mage job exists to do magical damage, and an awful lot of it. They earn spells in four elements to circumvent enemy resistances, and if they manage to hit a weakness their already solid damage output becomes enormous. A small selection of status spells allow them to add variety to the battle. As their mastery grows, they learn the terrifying sealed magic of Flare.
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Equipment
Dagger, Rod, Mystic Armor
Bare
Strength: Light, Critical 2
Blocking: No
Defense: Mystic
Style: Magical
Bonus: Pick one set.
On a Critical deal an additional [(5 + 5 x Tier) x MAG + d8] magical Water damage, rather than +100%. || |
Black Magic
Blizzard
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Ice
Target: Single
35D F15 CT15 MP: 60
Deals (12 x MAG + 1d12) magical Ice damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Bluff
Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
50D F15
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 or Random apply +75%, and if Group Target apply +50%.
CoS: 100
Convert
Ability Slot Cost: 3
Type: Action
Technique
Target: Self
50D F20
Convert swaps the Black Mages current HP and current MP values. Any HP or MP converted in this fashion cannot exceed their respective maximums. The Black Mage may not convert into KO, so the ability cannot be used at 0 MP.
CoS: 100
DeBarrier
Ability Slot Cost: 3
Type: Action
Magic, Spell, Effect: Dispel
Target: Single
30D F15 CT10 MP: 60
DeBarrier removes Protect, Shell, Barspells, Resist and Reflect from the target. DeBarrier ignores the effects of the Reflect Enhancement.
CoS: 75
Adjustment: +20 MP per tier above 1.
Excruciate
Ability Slot Cost: 2
Type: Action
Technique, Stance
Target: Self
30D F15
The Black Mage enters a stance which lasts until Excruciate grants bonus damage. When the Black Mage strikes a target with a damaging spell with a roll of 30 or lower, Excruciate grants +100% damage. For each non-speedy action the Black Mage takes without inflicting this bonus damage, the range of rolls which trigger Excruciate increases by 10. (Expanding to 40 or better, 50 or better, and so on.)
CoS: 100
Fire
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Fire
Target: Single
35D F15 CT15 MP: 60
Deals (12 x MAG + 1d12) magical Fire damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Flare
Ability Slot Cost: 2
Type: Action
Magic, Spell
Target: Single
35D F15 CT20 MP: 120
Deals (16 x MAG + 1d12) magical damage.
CoS: 100
Adjustment: +40 MP, +8 Power per tier above 1.
Magic Burst
Ability Slot Cost: 3
Type: Action
Magic.
Target: Single
[S]+10D F[S] CT[S]
Select and target a single target Spell as the Black Mage begins charging Magic Burst, and cast it as Magic Burst resolves. If the target is struck by a Weapon or Aimed Technique performed by an ally during this CT, apply a x1.5 power multiplier to the spell. If the target is not struck during the Spell's CT, then magic burst fails: simply cast the spell as normal, with no power multiplier or increased delay.
Poison
Ability Slot Cost: 3
Type: Action
Magic, Spell, Status: Poison
Target: Single
30D F15 CT10 MP: 48
Poison infects the enemy with venomous gasses, inflicting Poison (5).
CoS: 70
Adjustment: +16 MP per tier above 1.
Thunder
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Lightning
Target: Single
35D F15 CT15 MP: 60
Deals (12 x MAG + 1d12) magical Lightning damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Tri-Spell
Ability Slot Cost: 3
Type: Action
Magic, Multi-Hit (3 hits)
Target: Single
[S]D F[S] CT[S]+10
The Black Mage casts any damaging spell against a single target: Tri-Spell modifies it to strike three times. Apply a x0.66 power multiplier to each hit, and a x2 multiplier to the spell's MP cost.
CoS: [S]-30
Water
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Water
Target: Single
35D F15 CT15 MP: 60
Deals (12 x MAG + 1d12) magical Water damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Supports
Serenity
Passive Slot Cost: 3
Type: Support
When the Black Mage is at Maximum HP, calculate any magical damage it deals as if its damage Attribute was one higher than it actually is.
Reaction
Magic Boost
Passive Slot Cost: 4
Type: Reaction
—
Target: Self
Trigger: The Black Mage is hit by an ability which directly deals damage to his hit points.
After being harmed, the Black Mage's power is briefly increased. If the Black Mage casts a Spell on his next turn, increase its CoS by 5, and apply a +25% situational modifier to any damage it deals. Additional activations of Magic Boost are cumulative, all applying to the Black Mage's next turn.
CoS: 50