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Although the Mhachi were known masters of black magic, the extent of their power was not limited to Shantotto’s school of spellcraft. Toward the autumn years of the Fifth Astral Era, the civilization had begun perfecting voidmagicks—the summoning and manipulation of creatures known as “voidsent” from beyond the corporeal realm.

The void mage is an archetype of the black mage class.

Alignment

Any non-good alignment, most void mages tend to prostrate to the voidsent they summon.

Void Pact I (Su)

At 2nd level, a void mage gains the services of an Hedgehog Pie as a familiar. It loyally serves the void mage, despite any conflicts of alignment, obeying its master to the best of its abilities.

This ability replaces a mage talent gained at 2nd level.

Void Summoning (Sp)

Starting at 2nd level, a void mage can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Intelligence modifier. He can cast this spell-like ability as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). The void mage can use this ability only to summon non-good creatures.

At 4th level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 18th level).

A void mage cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends.

These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

This ability replaces elemental shield.

Void Mark (Su)

At 4th level. a void mage bears the sign of Mhach as a tattoo-like brand somewhere on his body. A void mage can call upon the profane power of this mark to power a spell as he casts it. Doing so causes the spell to gain the chaotic and evil descriptors, and causes the MP not be expended as it is cast. He can use this ability once per day and every four levels thereafter, he gains an additional use. The use of this ability cannot be used with metamagic feats.

This ability replaces elemental seal.

Void Pact II (Su)

At 6th level, the void mage gains Improved Familiar as a bonus feat. The familiar must be a Imp, regardless of the void mage’s actual alignment, and it manifests by eating its way out of the void mage’s former familiar. The imp knows all spells known to the previous familiar and gains the MP pool and special attacks. It loyally serves the void mage, despite any conflicts of alignment, obeying its master to the best of its abilities.

This familiar cannot be replaced, and if slain, the ritual to replace the lost familiar recreates the same imp, along with the same spells previously known. Replacing the familiar in this fashion also imparts the void mage with 1 temporary negative level, as if he had been hit by an energy-draining creature.

This ability replaces a mage talent gained at 6th level.

Down In Flames (Su)

At 6th level, whenever a void mage’s summoned monster dies, he may choose to have the creature erupt into a chaotic inferno. If so, the creature deals 1d6 fire damage to all adjacent creatures per two hit dice it possesses. A successful Reflex save halves this damage. The DC of this Reflex save is equal to 10 + half the black mage’s level + his Intelligence modifier.

This ability replaces counter magic.

Possession (Su)

Once per day at 7th level, a void mage can open his soul to a voidsent spirit as a free action. This spirit possesses the void mage for a number of rounds equal to his black mage level, granting a +2 profane bonus to one ability score of the void mage’s choice.

At 12th level, this ability grants a +4 profane bonus to one ability score, lightning resistance 10, and a +4 bonus on all saving throws against poison.

At 17th level, this ability grants a +6 profane bonus to one ability score and also immunity to lightning damage and poison.

When this ability ends, the void mage becomes confused for a number of rounds equal to his black mage level as the demonic spirit has its way with his mind. At the start of each round of confusion, the void mage can make a DC 25 Will save to end the confusion effect immediately.

This ability is a possession effect, and is negated by protection from evil or protection from chaos. A void mage can prevent or end the confusion side effect by having one of these spells cast upon him when (or before) this ability ends, but being affected by such a spell before this ability has run its course also causes the benefits granted to end prematurely.

This ability replaces new arcana.

Void Sacrifice (Su)

At 11th level, as a free action, once per round, a void mage can command his summoned monster to sacrifice itself in one final attack. On the monster’s turn, as a standard action and if able, it incinerates itself and hurls itself at an enemy within reach as a melee touch attack (it may take other actions on its turn before sacrificing itself). This attack deals shadow/fire (half of each) damage equal to the monster’s hit dice.

This ability replaces loremaster.

Added Summonings (Su)

At 15th level, whenever the void mage summons a creature with the demon subtype or the fiendish template using a summon monster spell, he summons one additional creature of the same kind.

This ability replaces sudden metamagic.

Void Wizard (Ex)

When a void mage reaches 20th level, he may undergo a temporary transformation into a unique demon. His type changes to outsider with the chaotic, demon, evil, and native subtypes. He gains damage reduction 10/good and cold iron, resistance to earth 10, fire 10, and ice 10, and telepathy to a range of 100 feet. When he gains this ability, he chooses one additional physical transformation from the following to gain when he transforms: wings (fly speed of 40 feet with good maneuverability), gills (ability to breathe water and a swim speed of 30 feet), or a single natural attack (a claw, bite, gore, slam, or tail sting—damage inflicted as appropriate for the void mage’s size). Once this additional physical transformation is chosen, it can never be changed. The newly created demon’s natural weapons, as well as any weapon it wields, are treated as chaotic and evil for the purpose of resolving damage reduction. The void mage can remain in this form for a number of minutes per day equal to his caster level; this duration does not need to be consecutive, but it must be used in 1 minute increments. Returning to his normal form is a free action.

This ability replaces black wizard.