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Mage Talents

As a black mage gains experience, he learns a number of talents that assist him in manipulating spells and other forms of magic. At 2nd level and every two levels thereafter, a black mage gains one mage talent. A black mage cannot select an individual talent more than once. Talents marked with an asterisk (*) add effects to a black mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.

Table: Mage Talents

Mage TalentBenefits
Arcane Builder (Ex)The black mage has an exceptional understanding of the theory behind creating magical items. He can select one type of magic item (potions, wondrous items, and so on); he creates items of this type 25% faster than normal, and gains a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type. He may select this talent multiple times; its effects do not stack. Each time he selects this talent, it applies to a different type of magic item.
Arcane Fighter (Ex)The black mage’s levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his spells, such as Weapon Specialization (ray). The black mage treats his spells as weapons for the purposes of taking feats like Improved Critical, or using feats like Arcane Strike.
Arcane Pool (Su)The black mage gains an arcane pool, as if he was a red mage of the same level as his black mage level. The black mage does not naturally gain any ruby arcana, but may select extra ruby arcana feat. The black mage treats his black mage level as his red mage level for all ruby arcana, and must meet their prerequisites. The black mage does not gain any other red mage class feature (such as spell combat, spellstrike, or spell recall), and cannot select ruby arcana that affect or depend on these abilities.
Concentrate (Ex)The black mage can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The black mage must take the second roll, even if it is worse. The black mage can use this ability once per day.
Creative Destruction (Su)*The black mage has learned how to use destructive energy to empower himself. When he casts an elemental spell that deals damage, he gains a number of temporary hit points equal to the total number of dice used to determine the damage caused by the spell. Temporary hit points gained from this talent do not stack and disappear after 1 hour.
Dazzling Spell (Su)*As a swift action, the black mage adds an element of bright energy to a spell he is casting. Only spells with a casting time of 1 standard action that allow a saving throw may be augmented in this way. Any target that fails its save against the spell is dazzled for 1 round per level of the spell. The black mage may use this ability a number of times per day equal to 3 + his Intelligence modifier.
Defensive Feedback (Su)*Rather than dissipate damaging energy, the black mage can redirect some of it back to its source. When an enhancing spell the black mage casts prevents damage (with damage reduction or energy resistance), if the attacking creature is within 30 feet of the protected creature, the foe takes 1d6 points of damage for every 10 points of damage prevented.
Empowered Magic (Su)The black mage can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the MP cost or the level of the spell.
Familiar (Ex)The black mage forms a powerful bond with a familiar. A familiar is a magical pet that enhances the black mage’s skills and senses and can aid him in magic. See this link for more information on familiars: http://www.d20pfsrd.com/classes/core-classes/wizard/familiar
Knowledge is Power (Ex)The black mage’s understanding of physical forces gives him power over them. He adds his Intelligence modifier on combat maneuver checks and to his CMD. He also adds his Intelligence modifier on Strength checks to break or lift objects.
Mage Accuracy (Ex)*When the black mage casts a spell with an area, as a free action he may exclude a single target that would normally be affected. The black mage must be able to see the target to exclude it. He may do this a number of times per day equal to 3 + his Intelligence modifier.
Mage TrainingThe black mage may select an item creation or metamagic feat. The black mage must still meet all prerequisites for a bonus feat, including caster level minimums.
Silent Magic (Su)The black mage can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the MP cost or the level of the spell.
Spell Guard (Su)*Whenever the black mage casts a spell with a casting time of 1 standard action, he may instead cast it as a full round action. The black mage channels some of the energy of the spell into a defensive shield around him, giving him a deflection bonus to his AC equal to the level of the spell being cast. This bonus lasts until the beginning of the black mage’s next turn.
Spell Lore (Ex)The black mage adds his level to all Spellcraft checks made to identify a spell being cast. (This is most often useful when attempting to counterspell.)
Spell Restraint (Ex)*Whenever the black mage cast a spell with an area described as a radius, he may decide to make the radius smaller. He may reduce the radius down by any number of 5-foot increments, to a minimum of a 5-foot-radius.
Spell Sage (Ex)When the black mage attempts a Use Magic Device check to cast a spell from a materia, he gains a +4 competence bonus to the check.
Still Magic (Su)The black mage can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the MP cost or the level of the spell.

Advanced Mage Talents

At 12th, and every two levels thereafter, a black mage learns further talents to assist him in manipulating spells and other forms of magic. He may choose one of the following advanced mage talents in place of a mage talent. Talents marked with an asterisk (*) add effects to a black mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.

Table: Advanced Mage Talents

Advanced Mage TalentBenefits
Augment Spell (Ex)*Any spell the black mage knows that has a variable that increases by caster level which has a maximum, that maximum is increased by the equivalent of one additional caster level. Thus, a black mage with this talent deals a maximum of 1d6+6 fire damage with fire, and deals a maximum of 11d6 fire damage with fira.
Energetic Recharge (Su)Once per day, as an immediate action, when the black mage would take damage from earth, fire, ice, lightning, water, or wind damage, he can convert the damage into MP, at a rate of 1 MP per 10 damage. He suffers none of the converted damage, but may not gain more than his caster level in MP. For example, if a 14th level black mage suffers 80 points of ice damage, he may convert up to 70 points of that damage into 7 MP. He takes the remaining 10 points of ice damage as normal.
Immortality (Ex)The black mage discovers a cure for aging, and from this point forward, he takes no penalty to his physical ability scores from advanced age. If he is already taking such penalties, they are removed at this time. Prerequisite: He must be at least a 20th-level black mage to select this talent.
Mage Counter (Su)*When the black mage uses dispel to counterspell, he gains a +4 competence bonus to his dispel check. Prerequisite: A black mage must know dispel spell to select this talent.
Mage Focus (Su)*When the black mage casts a spell with an area, as a free action he may choose to focus the entire might of the spell on a single target. The spell’s save DC is increased by +2, but only one target is affected by the spell. He may do this a number of times per day equal to 3 + his Intelligence modifier on a single target within that area.
Maximized Magic (Su)The black mage can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the MP cost or the level of the spell.
Quickened Magic (Su)The black mage can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the MP cost or the level of the spell.
Spell Diligence (Su)*As a swift action, the black mage may focus all his attention on casting a single spell. Only spells with a casting time of 1 standard action and a range of personal or touch may be cast in this way. The black mage adds his level to any concentration check made to cast a spell when using spell diligence. The black mage may use this ability a number of times per day equal to 3 + his Intelligence modifier.
Staff-Like Wand (Ex)The black mage’s research has unlocked a new power in conjunction with using a wand. Similar to using a magic staff, he uses his own Intelligence score and relevant feats to set the DC for saves against spells he casts from a wand, and he can use his caster level when activating the power of a wand if it’s higher than the caster level of the wand. Prerequisite: He must have the Craft Staff feat to select this talent.
Steal Spell (Su)The black mage can attempt to gain the benefit of a spell currently active on another creature. The black mage must successfully dispel the spell to be stolen, using the dispel spell. If the spell is lower level than the highest level spell the black mage could cast, has a duration greater than 1 round, and the black mage could theoretically have selected it as a spell known, the black mage gains the benefit of the spell. It lasts for a duration of one round per two black mage levels or until its original duration expires, whichever comes first. A black mage may attempt this a number of times per day equal to 3 + his Intelligence modifier.
Transfer Spell (Ex)*The black mage can cast some spells with a range of “personal” and a target of “you” as if they had a range of “touch” and a target of “1 willing creature.” Only spells that do not increase the target’s attack bonus or armor class and have a duration longer than 1 round may be cast in this way. The black mage can only use this talent on spells with a spell level no greater than half of the highest level spell the black mage knows. The black mage may use this ability a total number of times per day equal to 3 + his Intelligence modifier.
Twincast (Ex)*Once per day, the black mage may cast two spells as a standard action, but the combined MP cost cannot exceed his caster level. The two spells must have the same casting time and if they have a target, the targets for the spells may be different.