Black Mage OCC The Black Mage specializes in Black Magic (duh). Black magic is generally very offensive in nature, and much of it can devastate small armies in a single shot. An experianced Black Mage is more than a match for any soldier...until they get close. Black Mages are also irrevocably linked to the darker spectrum of the supernatural (demons and the like)-as such, they cannot be of 'good' alignment-selfish and evil only, although many Black Mages are Aberrant, having their own codes of honor that they follow to the letter much more than even 'good' people. Also, the aura of a Black Mage is dark, showing heavy influence of the demonic and nether worldly forces. Attribute Requirements: IQ 14, ME 12. A high MA is generally preffered, but not a requirement (there are cases of nerdy looking mages shouting in a shaky voice, “Fear me, mortals!”. The ‘mortals’ laugh, and then the guy turns himself into some hulking demonic monster and proceeds to rip them all to shreds). OCC Skills Literacy: Native Language and 1 other (+30%) Language: Native (98%) and 2 others (+25%) Demon Lore (+25%) Magic Lore (+15%) Religious Lore (+10%) 2 Domestic skills of choice (+10%) WP Staff Note-Hand to Hand combat must be purchased as an ‘other’ skill under the normal conditions. Other Skills: The Mage also gets 6 other skills with the bonuses listed in parenthesis. Select 2 more other skills at lvl 4. Comm-Any (+5%) Domestic-Any Espionage-None. Mages are from the heart people. Horsemanship-General and Exotic ONLY. Medical-Any Military-None to start, but may be learned later. Physical-Any, except boxing, wrestling, Body Building, and Forced March. Rogue-Any Science-Any (+10%) Technical-Any (+10%) WP-Any, except large weapons (such as Axes, pole arms, and 2 handed swords). Wilderness-Any Secondary skills: Limited as above. The charecter gets 4 at 1st lvl, and 2 at lvls 3, 6, 8, and 12. PPE: As a man of magic, the Black Mage has a lot of PPE. Roll 3D4x10+30 and add the PE number. Add 5D6/lvl. Spells: At level 1, the chareceter selects any four spells from Black Magic up to lvl 6 and two wizard spells from up to 3rd level. At level 6, and 9, the PPE of the mage doubles. Learning New Spells: Same as the Wizard, only learns 2 spells per level that can be chosen from Black Magic or Spell Magic from any level up to the mages own, except for Black Magic which the mage is allowed any spell from any level up to his own +1. Can also learn new spells by 'buying' them under the same conditions as the Wizard. Special Black Mage Skills: Recognize Enchantment: Same as the Wizard skill. Create/Use Existing Enchantment: The Black Mage can create and use enchantments that mimic the spells that the mage has learned. However, this ability is not especially reliable, is costly to use, and lasts 10 minutes per level of the Black Mage until level 8, when the effect becomes permanent. Base Skill: 15%+3% per level. PPE cost is 2x the cost of the equivilant spell. Black Magic Blast: Starting at lvl 5, the Black Mage can form concentrated black magic energy blasts and direct them at whatever he/she desires. The magic bolts do 2D6 each, have a range of 35ft.+5ft/lvl BEYOND 5, and cost 2 PPE each. These bolts can be used as many times as the charecter has attacks per melee. Spell Power: Spell power is +1 at levels 2, 3, 5, 7, 9, and 12. Magic Save: Is +1 at levels 2, 3, 5, 7, 9, and 12.