A cut above the ordinary, and disposable, gaian genomes, a black waltz is a spellcaster of awesome might. Though originally created as a trio, the process has since been perfected, allowing for near-mass production of the model type.
The black waltz is an archetype of the black mage class, available only to genome black mages.
The black waltz must have the mystic vessel racial trait.
Limit Breaks (Su)
At 1st level, the black waltz receives the Limit Breaks (Double Black and Trance).
Double Black (Su): This Limit Break allows the black waltz to cast two black mage spells in the same round for a duration of 1 round + 1 round per four black mage levels after 1st. MP must be paid for both spells. This limit break requires only a swift action.
Trance (Su): This Limit Break improves the black waltz’s ability to cast his spells even under the most dire of circumstances. For a duration of 1 round + 1 round per four black mage levels after 1st, the black waltz treats all concentration checks and caster level checks made to overcome spell resistance as if he had rolled a 20 and rolls twice for damage with black mage spells taking the higher result. This limit break requires only a swift action.
These abilities replace the standard black mage Limit Breaks.
Black Wings (Ex)
As part of the process that transforms an ordinary gaian genome into a black waltz, he is granted a pair of wings. At the start of his career, these wings are too weak to provide true flight, but the same magic that empowers his spellcasting allows the black waltz to achieve limited flight for short periods of time while wearing light or no armor and carrying no more than a light load. A black waltz can fly with clumsy maneuverability a number of rounds at a time equal to his Constitution modifier. A black waltz can attempt to fly for longer durations by making Constitution check each additional round of flight (DC 10 + 2 per extra round). A black waltz’s natural fly speed is equal to his base land speed. After flying, a black waltz must rest a number of rounds equal to twice the number of rounds spent flying before flying again.
This ability replaces spell proficiency.
Black Mind (Ex)
At 2nd level, a black waltz’s mind becomes more accustomed to the intricacies of black magic. In addition to his mystic vessel racial trait treating his Intelligence score as two points higher for the purposes of bonus MP, he also treats his Intelligence score as two points higher when determining the effects of black magic spells and when making concentration checks to cast black magic spells. At 5th level and every three black mage levels thereafter, he treats his Intelligence score as one additional point higher for the same purposes.
This ability replaces elemental shield and modifies the mystic vessel racial trait of genome.
Black Focus (Su)
At 4th level, a black waltz may enter a state of magical focus as a standard action. On his next turn, and for a number of rounds thereafter equal to half his Intelligence modifier, when rolling for damage with his black mage spells, any individual die that rolls less than half is instead treated as if it had rolled half. A black waltz can use this ability once per day plus an additional time per day per four black mage levels after 4th. (A d6 can’t roll less than 3, a d8 can’t roll less than 4 and so on.)
This ability replaces elemental seal.
Black Flight (Ex)
This ability replaces arcane knowledge and loremaster.
Improved Black Focus (Su)
At 10th level, the black waltz’s state of focus improves. While focus is active, his spells deal two additional points of damage per dice.
This ability replaces doublecast.
Halve MP (Su)
At 18th level, while black focus is active, the black waltz’s black mage spells cost only half their normal MP, rounded up. Metamagic feats cannot be used with this ability. This ability can only be used once per day, decided when activating focus.
This ability replaces 1 MP spell.