Black Mage Job

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 - though it is inferior to a Geomancy-empowered elemental spell in most cases, its true power is revealed when the damage is boosted using other effects, such as Faith and Deshell.

0 ATK 0 VIT 0 SPD +5 MAG +5 SPR 0 HP +100 MP

Equipment

Dagger, Rod, Mystic Armor

Bare

Strength: Light, Critical 2
Blocking: No
Defense: Mystic
Style: Magical
Bonus: Pick one set

Set 1 Resist Poison 4, Resist Silence 4
Set 2 Resist Imperil 4. When the Black Mage scores a critical hit, rather than inflicting +100% damage, instead deal an additional [(5 + 5 x Tier) x MAG + d8] magical damage.

Black Magic

Fire

AP: 100
Type: Action
Magic, Spell, Elemental: Fire
Target: Single
50D F20 MP: 60

Deals (12 x MAG + 1d12) magical Fire damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Blizzard

AP: 100
Type: Action
Magic, Spell, Elemental: Ice
Target: Single
50D F20 MP: 60

Deals (12 x MAG + 1d12) magical Ice damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Thunder

AP: 100
Type: Action
Magic, Spell, Elemental: Lightning
Target: Single
50D F20 MP: 60

Deals (12 x MAG + 1d12) magical Lightning damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Water

AP: 100
Type: Action
Magic, Spell, Elemental: Water
Target: Single
50D F20 MP: 60

Deals (12 x MAG + 1d12) magical Water damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Flare

AP: 100
Type: Action
Magic, Spell
Target: Single
55D F20 MP: 120

Deals (16 x MAG + 1d12) magical damage.
CoS: 100
Adjustment: +40 MP, +8 Power per tier above 1.

Quake

AP: 100
Type: Action
Magic, Spell, Ground-Based
Target: All
55D F20 MP: 120

Deals (16 x MAG + d12) magical ground-based damage to the all targets currently on the battle field. The Black Mage and his allies receive -50% damage from Quake.
CoS: 100
Adjustment: +40 MP, +8 Power 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 (5).
CoS: 70
Adjustment: +16 MP per tier above 1.

Poison

AP: 100
Type: Action
Magic, Spell, Status: Poison
Target: Single
40D F15 MP: 48

Poison infects the enemy with venomous gasses, inflicting Poison (5).
CoS: 70
Adjustment: +16 MP per tier above 1.

Sleep

AP: 100
Type: Action
Magic, Spell, Status: Sleep
Target: Single
40D F15 MP: 48

Sleep shrouds the enemy in darkness, inflicting Sleep (5).
CoS: 70
Adjustment: +16 MP per tier above 1.

Toad

AP: 100
Type: Action
Magic, Spell, Status: Toad
Target: Single
40D F15 MP: 120

Toad shrouds the enemy in darkness, inflicting Toad (4).
CoS: 60
Adjustment: +40 MP per tier above 1.

Death

AP: 125
Type: Action
Magic, Spell, Effect: Death
Target: Single
50D F20 MP: 156

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: 40
Adjustment: +52 MP per tier above 1.

Parsimony

AP: 75
Type: Action
Magic, Stance
Target: Self
30D F15

The Black Mage enters a Stance which last until he casts a Spell; the next Spell cast by the Black Mage has its MP cost reduced by 50%.
CoS: 100

Bluff

AP: 75
Type: Action
Magic, Stance
Target: Self
30D F15

The Black Mage enters a Stance which last until he casts a Spell; the next Spell cast gains a +50% situational modifier applied to its damage, or +(2) duration to its timers if the Spell deals no damage.
CoS: 100

Magic Burst

AP: 75
Type: Action
Magic.
Target: Single
10+[S]D F[S]

Magic Burst can be used if the last action against the target was a single target Weapon or Aimed Technique performed by an ally, and if the target has not taken a turn since then. 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 x1.5 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.)

Paradigm Shift

AP: 100
Type: Action
Magic
Target: Group (Row)
5+[S]D F[S]

The Black Mage cast a single target Spell with its area of effect greatly expanded - hitting all targets in a row rather than one! When Paradigm Shift is used, in addition to the 5 extra delay paid, the MP cost of the spell is multiplied by 1.5, and any damage dealt gains a x0.8 power multiplier while status durations are lowered by -(1). Paradigm Shift can only be used by single target Spells which deal damage, or have the Status keyword. (But not the Effect keyword)

Supports

Jinx (Innate)

AP: 150
Type: Support

Any time the Black Mage lands a negative status effect on a target, any other negative status effect that is currently on the target has its timers increased by +(1). (Jinx has no effect on the Condemn status effect.)

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)

Reaction

Magic Boost

AP: 150
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

Traits

Potent Fire

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Fire.

Potent Ice

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Ice.

Potent Water

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Water.

Potent Thunder

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Thunder.

Potent Flare

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Flare.

Potent Quake

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Quake.

Accurate Blind

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the MP cost of Blind, and increase its CoS by 5.

Accurate Poison

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the MP cost of Poison, and increase its CoS by 5.

Accurate Sleep

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the MP cost of Sleep, and increase its CoS by 5.

Accurate Toad

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the MP cost of Toad, and increase its CoS by 5.

Potent Parsimony

AP: 25
Type: Trait

Increase the MP reduction from Parsimony from 50% to 55%

Swift Bluff

AP: 25
Type: Trait

Reduce the Delay on Bluff by 3.

Total Paradigm Shift

AP: 50
Type: Trait

By increasing the delay penalty from +5 to +10 and increasing the MP cost from x1.5 to x2, the Spell can target an entire Group rather than just a Row. Unlike most traits, this one is not always on - choosing to activate its effect or not is decided when Paradigm Shift is used each separate time.

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