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castfromhp

FFd6 Black Mage redux

Apr 25th, 2013
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  1. Black Mage
  2.  
  3. HP: 14
  4. MP: 8
  5. ACC: 0
  6. AVD: 4
  7. Skill Points: 18
  8.  
  9. Weapons: Arcane
  10. Armor: Light
  11. Magic School: Black
  12.  
  13. Spell Rank Levels Obtained
  14. Novice: 1, 1, 2, 3
  15. Intermediate: 4, 5, 6
  16. Expert: 7, 8, 9
  17. Superior: 10, 11, 12
  18. Ancient: 13, 15
  19.  
  20. Innate: Focus
  21.  
  22. The Black Mage may activate Focus as a Standard Action, choosing one foe. The Black Mage deals one additional damage step with spells against that foe and treats that foe as if it were one step less resistant to Earth, Fire, Ice, Lightning and Water. Absorbencies and Immunities become Resistances. Resistances become Neutral. Focus may not cause a foe to become vulnerable or weak to an element. In addition, the Black Mage may not have their spells interrupted by the chosen foe. The Black Mage may only activate Focus against one foe at a time.
  23.  
  24. ---
  25.  
  26. Arcane Conversion
  27.  
  28. Arcane Conversion may be used as an Instant Action per session, even if it is not the Black Mage's turn. The Black Mage swaps his current HP and MP values. This may not cause their HP or MP to exceed their maximum values.
  29.  
  30. Counter Magic
  31.  
  32. Whenever the Black Mage is affected by any spell cast on them by an enemy, they may return fire with any spell they know automatically as a Counterattack. The spell still costs MP but is considered an Instant action. The Black Mage may only perform one magical counterattack each round. If Counter Magic is activated while the Black Mage is casting a spell, that spell is cancelled, but the resulting Counterattack spell deals +2 damage steps, the Black Mage gets +2 to opposed rolls on that spell.
  33.  
  34. Elemental Seal
  35.  
  36. Upon declaring Elemental Seal as an Instant Action once per combat, the Black Mage's next spell or attack ignores the effects of the foe's M.ARM score, removes the effects of Shell if they possess it, and their M.ARM score is reduced to zero until the start of the Black Mage's next turn.
  37.  
  38. Explosive Runes
  39.  
  40. By activating Explosive Runes as an Instant Action, the Black Mage can charge any flat surface with a magical rune containing the next spell they cast. The magical rune fades to invisibility upon creation but may be discovered with an Awareness or Lore: Magic check at the GM's discretion, though the difficulty for this check should be no less than 14. The Black Mage specifies a trigger, and upon activation of the trigger, the spell contained in the rune is cast as an Instant Action and then the rune fades. MP is not spent until the spell is activated in this way. If the Black Mage does not have enough MP for the spell, it fizzles. The Black Mage gains a +4 bonus to all Force checks to destroy objects with spells cast from magical runes. Explosive Runes may be used a number of times per session equal to half the Black Mage's Force score. Any unactivated runes at the end of a session may either be deactivated or consume part of next session's capacity. No more than one Explosive Rune may be activated per combat, and there must be several minutes between activations out of combat.
  41.  
  42. Golden Gaze
  43.  
  44. The character is able to see through magical illusions. In addition, while making eye contact with any sentient creature, the Black Mage may discern the truthfulness of any statement they make. For particularly strong-willed creatures, this may not always be possible and may instead require an attempt to read surface thoughts as follows to discern the truthfulness of a statement. For a number of times per session equal to half the Black Mage's Force or Finesse score, they may attempt to read the surface thoughts of a sentient creature by making eye contact. Against particularly powerful creatures, this may trigger an opposed Force or Finesse check.
  45. Use of any of Golden Gaze's abilities causes the Black Mage's eyes to glow which may penalize Stealth rolls at the GM's discretion.
  46.  
  47. Magic Sword
  48.  
  49. By declaring Magic Sword as an Instant Action, the Black Mage casts their next offensive spell onto the weapon of an ally or themselves. The next time that character successfully makes an unmodified physical attack with that weapon, the damage and effects of the spell are added to that of the physical attack as well, and the entire attack becomes of the element of the spell if applicable. The foe taking the attack applies only ARM or M.ARM, not both, to the attack and must choose whichever would cause them to take more damage, including the effects of Unusual Defense. Magic Sword may be used a number of times per session equal to half the Black Mage's Force score.
  50.  
  51. Specialization
  52.  
  53. Choose an element upon gaining Specialization: Earth, Fire, Ice, Lightning, or Water. The Black Mage deals an additional damage step whenever they inflict elemental damage of the chosen type. In addition, all spells of that element cast in a matching Elemental Field are cast as Standard Actions instead of Slow Actions. In addition, whenever the Black Mage rolls maximum damage with a damage-dealing spell, regardless of the spell's normal elemental type, they gain an additional advantage based on the chosen element. This range is affected by properties that affect critical hit range, such as Lucky.
  54.  
  55. Earth: The Black Mage is encased in an earthen armor, gaining cumulative bonus to their ARM and M.ARM equal to twice their level.
  56. Fire: The target is set aflame and takes PWRx1 points of Fire Damage that ignores M.ARM at the start of each of their turns. They may extinguish these flames with a Standard Action or any logical circumstance according to GM discretion.
  57. Ice: The target is frozen and suffers from the the negative status effect Stun for one round.
  58. Lightning: The Black Mage gains a shock of energy and may use this to move a short range, gain a +2 bonus to their next roll, or shock one unconscious ally within a short range to return to them to 1 HP.
  59. Water: The Black Mage is surrounded with a veil of water, granting them a cumulative +2 bonus to resist negative status effects until the end of combat.
  60.  
  61. Storm Stones
  62.  
  63. The Black Mage may attempt a Force check as a Slow action when in an Elemental Field. Upon success, the Elemental Field effect ends and is contained in an Elemental Stone of the appropriate type.
  64.  
  65. Turbo Magic
  66.  
  67. Turbo Magic may be activated as an instant action once per combat. The next spell the Black Mage casts costs double the normal MP amount but deals an additional 50% damage. If the Black Mage is in an Elemental Field matching the element of the spell being cast, Turbo Magic does not double the MP cost of that spell.
  68.  
  69. Unnecessary Force
  70.  
  71. Whenever the Black Mage deals damage to one or more enemies with an offensive spell of Expert rank or higher, they may make an opposed Force check. On success, the target(s) suffer a Medium Range knockback effect. Once per session as an instant action, the Black Mage may also make a disarm check against all targets when Unnecessary Force triggers.
  72.  
  73. *Favored Spell gets moved to General Abilities
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