03-06-2018, 04:30 PM
(This post was last modified: 09-21-2018, 08:07 PM by Fortheseen.)
Black Magic
Abyss
Dark
Level: Black Mage/Necromancer 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
A whirl of shadowy plague surrounds the targeted creature, creeping away at their life force dealing 1d6 points of dark damage per caster level (maximum 15d6) and inflicting the Dimmed status effect. A successful Reflex save reduces the damage by half and negates the status effect.
Abyss II
Dark
Level: Black Mage/Necromancer 8
This spell functions like Abyss, except it deals 1d8 points of dark damage per caster level (maximum 20d8).
Aero IV
Elemental(Wind)
Level: Black Mage 4
This spell functions like Aero, expect it deals 7d6 points of wind damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Squalled status effect for 1d10 rounds. A successful Reflex save prevents the status effect from taking effect.
Aeroja
Elemental(Wind)
Level: Black Mage 9
This spell functions like Aera, expect it deals 1d10 points of wind damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Bioga
Enfeebling
Level: Black Mage/Necromancer 7
Target: One creature/two levels (maximum of 8)
This spell functions like Bio, except it deals 3d4 + casting modifier (Intelligence or Charisma) points of non-elemental damage per round and it affects one creature per two levels (maximum of 8) within 40 feet of each other.
Bioja
Enfeebling
Level: Black Mage/Necromancer 9
Target: One creature/two levels (maximum of 10)
This spell functions like Bio, except it deals 4d4 + casting modifier (Intelligence or Charisma) points of non-elemental damage per round and it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Blindja
Enfeebling
Level: Black Mage/White Mage 5
Target: One Creature/two levels (maximum of 10)
This spell functions like Blindga, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Blizzard IV
Elemental(Ice)
Level: Black Mage 4
This spell functions like Blizzard, expect it deals 7d6 points of ice damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Frozen status effect for 1d10 rounds. A successful Fortitude save prevents the status effect from taking effect.
Blizzaja
Elemental(Ice)
Level: Black Mage 9
This spell functions like Blizzara, expect it deals 1d10 points of ice damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Burst
Elemental (Lightning)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
A bolt of lightning streaks towards the targeted creature, surging with electricity power dealing 1d6 points of lightning damage per caster level (maximum 15d6) and inflicting the Static status effect. A successful Reflex save reduces the damage by half and negates the status effect.
Burst II
Elemental (Lightning)
Level: Black Mage 8
This spell functions like Burst, except it deals 1d8 points of lightning damage per caster level (maximum 20d8).
Comet
Elemental (Earth/Fire)
Level: Black Mage/Geomancer 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius sphere
Duartion: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You summon one molten comet into the sky to rain upon your enemies. Those within the area of effect take 10d6 points of damage (half in fire damage, the other half in earth damage), a Reflex save for half damage.
Cometra
Elemental (Earth/Fire)
Level: Black Mage/Geomancer 6
Area: Two 20-ft.-radius sphere
This spell functions like Comet, expect it summons two comets. You direct each of the comets within 30 feet of each other. Creatures hit with multiple comets must make multiple Reflex saves.
Dark IV
Dark
Level: Black Mage/Necromancer 4
This spell functions like Dark, expect it deals 7d6 points of shadow damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Dimmed status effect for 1d10 rounds. A successful Fortitude save prevents the status effect from taking effect.
Darkja
Dark
Level: Black Mage 9
Five IV
Elemental(Fire)
Level: Black Mage/Red Mage 4
This spell functions like Fire, expect it deals 7d6 points of fire damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Burning status effect for 1d10 rounds. A successful Reflex save prevents the status effect from taking effect.
Firaja
Elemental(Fire)
Level: Black Mage 9
This spell functions like Fira, expect it deals 1d10 points of fire damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Flood
Elemental (Water)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
A torrent of water rages towards the targeted creature, engulfing the target dealing 1d6 points of water damage per caster level (maximum 15d6) and inflicting the Drenched status effect. A successful Fortitude save reduces the damage by half and negates the status effect.
Flood II
Elemental (Water)
Level: Black Mage 8
This spell functions like Flood, except it deals 1d8 points of water damage per caster level (maximum 20d8).
Glacier
Elemental (Ice)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
A cloud of mist coalesces around the targeted creature, before instantly freezing dealing 1d6 points of ice damage per caster level (maximum 15d6) and inflicting the Frozen status effect. A successful Fortitude save reduces the damage by half and negates the status effect.
Glacier II
Elemental (Ice)
Level: Black Mage 8
This spell functions like Glacier, except it deals 1d8 points of ice damage per caster level (maximum 20d8).
Imperil
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes
A swirl of color envelopes your target, dealing minor elemental damage and inflicting the Imperil status. They take 3 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.
Imperilra
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 ft. radius burst
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes
A imperilra spell is the area of effect version of the imperil spell. They take 7 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.
Imperilga
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Necromancer/Red Mage 6
Target: 20 ft. radius burst
This spell functions like Imperilra, expect it does 11 points of damage from 1d6 elements chosen and the radius increases to 20 ft. radius spread.
Infectja
Enfeebling
Level: Black Mage/Necromancer 7
Target: One Creature/two levels (maximum of 10)
This spell functions like Infectga, expect it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Leaf
Non-Elemental
Level: Black Mage 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duartion: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)
You direct a magical leaf at your opponent. Requires a ranged touch attack roll to hit that deals 1d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +5).
Leaf II
Non-Elemental
Level: Black Mage 2
This spell functions like Leaf, expect it deals 3d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +10).
Leaf III
Non-Elemental
Level: Black Mage 3
This spell functions like Leaf, expect it deals 5d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +15).
Leaf IV
Non-Elemental
Level: Black Mage 4
This spell functions like Leaf, expect it deals 7d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20).
Leafaga
Non-Elemental
Level: Black Mage 5
This spell functions like Leafra, expect it deals 1d8 points of non-elemental damage per caster level (maximum 15d8) and the area of effect increases to a 30-ft.-radius spread.
Leafaja
Non-Elemental
Level: Black Mage 9
This spell functions like Leafra, expect it deals 1d10 points of non-elemental damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Leafra
Non-Elemental
Level: Black Mage 3
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duartion: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A leafra spell is the area of effect version of the leaf spell. A blast of powerful magical leafs explodes dealing 1d6 points of non-elemental damage per caster level (maximum 10d6) to every creature within the area.
Meltdown
Enfeebling/Elemental(Fire)
Level: Black Mage 9
Casting Time: 1 standard action
Range: Close(25 ft. + 5 ft./2 levels)
Effect: 5-ft.-radius line(thickness)
Duration: Concentration + 1 round(Maximum 5 rounds)
Saving Throw: Reflex half
Spell Resistance: Yes
You shoot out an extremely hot and powerful beam out from your hands towards all those in front of you. Any ally or foe within the blast radius takes 14d8 points of fire damage. A successful Reflex save each round halves the fire damage. The damage of this spell increases per round of usage starting with 14d8 for the first round, 18d8 for the second round, 22d8 for the third round and any other round after. On your turn as a move action, you can can move the beam a maximum of 45 degrees and the caster can only move at half their normal speed while casting this spell(cannot run while casting).
Pain
Enfeebling
Level: Black Mage 3
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The target of this spell receives the Blind, Poison and Silence status effect. The target takes 1d6 points of non-elemental damage + your casting modifier per round. The victim suffers the effects of being Blind and unable to cast spells for the duration of the spell or until cured. Casters with the Silent Spell feat can bypass this status effect if used with spells.
Painga
Enfeebling
Level: Black Mage 5
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature/two levels (maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like Pain, expect it affects one creature per two levels (maximum of 5) within 30 feet of each other.
Poisonja
Enfeebling
Level: Black Mage/Necromancer 5
Target: One Creature/two levels (maximum of 10)
This spell functions like Poisonga, expect it affects one creature per two levels (maximum of 10) within 50 feet of each other and the targets take 2d6 points of non-elemental damage + your caster modifier (Intelligence or Charisma) per round.
Quake
Elemental (Earth)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
The earth erupts around the targeted creature, exploding into jagged shrapnel dealing 1d6 points of earth damage per caster level (maximum 15d6) and inflicting the Weighted status effect. A successful Fortitude save reduces the damage by half and negates the status effect.
Quake II
Elemental (Earth)
Level: Black Mage 8
This spell functions like Quake, except it deals 1d8 points of earth damage per caster level (maximum 20d8).
Rasp
Enfeebling/Dark
Level: Black Mage/Necromancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You draw MP from your victim and release it outward. The target must make a Fortitude save or lose 1d6 points of MP per two caster levels (maximum of 8d6).
Ruin
Non-Elemental
Level: Black Mage 1
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of non-elemental damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Ruinga
Non-Elemental
Level: Black Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius spread
Target: Up to three creatures, no two of which can be more than 50 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create extremely powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 4d8+10 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creature 10-ft. from the primary target.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
You gain one missile for every six caster levels, two at 12th level, and the maximum of three missiles at 18th level or higher. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.
Ruinra
Non-Elemental
Level: Black Mage 4
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6+5 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creature adjacent to the primary target.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
You gain one missile for every four caster levels, two at 8th level, three at 12th, and the maximum of four missiles at 16th level or higher. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.
Sleepja
Enfeebling
Level: Black Mage/White Mage 5
Target: One Creature/two levels (maximum of 10)
Silenceja
Enfeebling
Level: Black Mage/White Mage 6
Target: One Creature/two levels (maximum of 10)
This spell functions like Silencega, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Star Flare
Elemental(Fire)
Level: Black Mage 9
Area: 30-ft.-radius spread
This spell functions like Flare, except it deals 1d12 fire damage per caster level (maxiumum 20d12) and it hits all targets within a 30-ft-radius.
Stone IV
Elemental(Earth)
Level: Black Mage 4
This spell functions like Stone, expect it deals 7d6 points of earth damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Weighted status effect for 1d10 rounds. A successful Fortitude save prevents the status effect from taking effect.
Stoneja
Elemental(Earth)
Level: Black Mage 9
This spell functions like Stonera, expect it deals 1d10 points of earth damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Thunder IV
Elemental(Lightning)
Level: Black Mage 4
This spell functions like Thunder, expect it deals 7d6 points of lightning damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Static status effect for 1d10 rounds. A successful Reflex save prevents the status effect from taking effect.
Thundaja
Elemental(Lightning)
Level: Black Mage 9
This spell functions like Thundara, expect it deals 1d10 points of lightning damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Tornado
Elemental (Wind)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Gushing jets of wind streak towards the targeted creature, bursting into a torrential vortex dealing 1d6 points of wind damage per caster level (maximum 15d6) and inflicting the Squalled status effect. A successful Reflex save reduces the damage by half and negates the status effect.
Tornado II
Elemental (Wind)
Level: Black Mage 8
This spell functions like Tornado, except it deals 1d8 points of wind damage per caster level (maximum 20d8).
Water IV
Elemental(Water)
Level: Black Mage 4
This spell functions like Water, expect it deals 7d6 points of water damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Drenched status effect for 1d10 rounds. A successful Reflex save prevents the status effect from taking effect.
Waterja
Elemental(Water)
Level: Black Mage 9
This spell functions like Watera, expect it deals 1d10 points of water damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Wound
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d6 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
A deep gash spontaneously bursts from your opponent's flesh, dealing 2d6 non-elemental damage. Creatures who fail the saving throw take 1d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
Woundra
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 10 ft. radius
Duration: 2d6 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
Your opponents' skin and muscle split all over, as though being cut into by a storm of invisible knives, dealing 5d6 non-elemental damage. Creatures who fail the saving throw take 2d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
Woundga
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 6
Range: Medium (100 ft. + 10 ft./level)
Target: 20 ft. radius
Duration: 3d6 rounds
Your enemies' flesh violently ruptures and begins spurting blood, dealing 8d6 non-elemental damage. Creatures who fail the saving throw take 3d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
Abyss
Dark
Level: Black Mage/Necromancer 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
A whirl of shadowy plague surrounds the targeted creature, creeping away at their life force dealing 1d6 points of dark damage per caster level (maximum 15d6) and inflicting the Dimmed status effect. A successful Reflex save reduces the damage by half and negates the status effect.
Abyss II
Dark
Level: Black Mage/Necromancer 8
This spell functions like Abyss, except it deals 1d8 points of dark damage per caster level (maximum 20d8).
Aero IV
Elemental(Wind)
Level: Black Mage 4
This spell functions like Aero, expect it deals 7d6 points of wind damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Squalled status effect for 1d10 rounds. A successful Reflex save prevents the status effect from taking effect.
Aeroja
Elemental(Wind)
Level: Black Mage 9
This spell functions like Aera, expect it deals 1d10 points of wind damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Bioga
Enfeebling
Level: Black Mage/Necromancer 7
Target: One creature/two levels (maximum of 8)
This spell functions like Bio, except it deals 3d4 + casting modifier (Intelligence or Charisma) points of non-elemental damage per round and it affects one creature per two levels (maximum of 8) within 40 feet of each other.
Bioja
Enfeebling
Level: Black Mage/Necromancer 9
Target: One creature/two levels (maximum of 10)
This spell functions like Bio, except it deals 4d4 + casting modifier (Intelligence or Charisma) points of non-elemental damage per round and it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Blindja
Enfeebling
Level: Black Mage/White Mage 5
Target: One Creature/two levels (maximum of 10)
This spell functions like Blindga, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Blizzard IV
Elemental(Ice)
Level: Black Mage 4
This spell functions like Blizzard, expect it deals 7d6 points of ice damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Frozen status effect for 1d10 rounds. A successful Fortitude save prevents the status effect from taking effect.
Blizzaja
Elemental(Ice)
Level: Black Mage 9
This spell functions like Blizzara, expect it deals 1d10 points of ice damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Burst
Elemental (Lightning)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
A bolt of lightning streaks towards the targeted creature, surging with electricity power dealing 1d6 points of lightning damage per caster level (maximum 15d6) and inflicting the Static status effect. A successful Reflex save reduces the damage by half and negates the status effect.
Burst II
Elemental (Lightning)
Level: Black Mage 8
This spell functions like Burst, except it deals 1d8 points of lightning damage per caster level (maximum 20d8).
Comet
Elemental (Earth/Fire)
Level: Black Mage/Geomancer 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius sphere
Duartion: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You summon one molten comet into the sky to rain upon your enemies. Those within the area of effect take 10d6 points of damage (half in fire damage, the other half in earth damage), a Reflex save for half damage.
Cometra
Elemental (Earth/Fire)
Level: Black Mage/Geomancer 6
Area: Two 20-ft.-radius sphere
This spell functions like Comet, expect it summons two comets. You direct each of the comets within 30 feet of each other. Creatures hit with multiple comets must make multiple Reflex saves.
Dark IV
Dark
Level: Black Mage/Necromancer 4
This spell functions like Dark, expect it deals 7d6 points of shadow damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Dimmed status effect for 1d10 rounds. A successful Fortitude save prevents the status effect from taking effect.
Darkja
Dark
Level: Black Mage 9
This spell functions like Darkra, expect it deals 1d10 points of shadow damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Drainga
Enfeebling/Dark
Level: Black Mage/Necromancer 9
Range: 30 ft.
Area: Creatures within a 30-ft.-radius spread centered on you
This spell functions like Drainra, expect it area of effect is increased to a 30-ft.-radius spread and it deals 1d6 points of shadow damage per two caster levels (maximum of 12d6). If the save fails, the caster gains that many in hit points.
Drainra
Enfeebling/Dark
Level: Black Mage/Necromancer 7
Casting Time: 1 standard action
Range: 15 ft.
Area: Creatures within a 15-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You siphon life from all nearby enemies within 15-ft.-radius spread. All creatures must make a Fortitude save or take 1d6 points of shadow damage per two caster levels (maximum of 9d6). If the save fails, the caster gains that many in hit points.
Enfeebling/Dark
Level: Black Mage/Necromancer 9
Range: 30 ft.
Area: Creatures within a 30-ft.-radius spread centered on you
This spell functions like Drainra, expect it area of effect is increased to a 30-ft.-radius spread and it deals 1d6 points of shadow damage per two caster levels (maximum of 12d6). If the save fails, the caster gains that many in hit points.
Drainra
Enfeebling/Dark
Level: Black Mage/Necromancer 7
Casting Time: 1 standard action
Range: 15 ft.
Area: Creatures within a 15-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You siphon life from all nearby enemies within 15-ft.-radius spread. All creatures must make a Fortitude save or take 1d6 points of shadow damage per two caster levels (maximum of 9d6). If the save fails, the caster gains that many in hit points.
Five IV
Elemental(Fire)
Level: Black Mage/Red Mage 4
This spell functions like Fire, expect it deals 7d6 points of fire damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Burning status effect for 1d10 rounds. A successful Reflex save prevents the status effect from taking effect.
Firaja
Elemental(Fire)
Level: Black Mage 9
This spell functions like Fira, expect it deals 1d10 points of fire damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Flood
Elemental (Water)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
A torrent of water rages towards the targeted creature, engulfing the target dealing 1d6 points of water damage per caster level (maximum 15d6) and inflicting the Drenched status effect. A successful Fortitude save reduces the damage by half and negates the status effect.
Flood II
Elemental (Water)
Level: Black Mage 8
This spell functions like Flood, except it deals 1d8 points of water damage per caster level (maximum 20d8).
Glacier
Elemental (Ice)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
A cloud of mist coalesces around the targeted creature, before instantly freezing dealing 1d6 points of ice damage per caster level (maximum 15d6) and inflicting the Frozen status effect. A successful Fortitude save reduces the damage by half and negates the status effect.
Glacier II
Elemental (Ice)
Level: Black Mage 8
This spell functions like Glacier, except it deals 1d8 points of ice damage per caster level (maximum 20d8).
Imperil
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes
A swirl of color envelopes your target, dealing minor elemental damage and inflicting the Imperil status. They take 3 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.
Imperilra
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 ft. radius burst
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes
A imperilra spell is the area of effect version of the imperil spell. They take 7 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.
Imperilga
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Necromancer/Red Mage 6
Target: 20 ft. radius burst
This spell functions like Imperilra, expect it does 11 points of damage from 1d6 elements chosen and the radius increases to 20 ft. radius spread.
Infectja
Enfeebling
Level: Black Mage/Necromancer 7
Target: One Creature/two levels (maximum of 10)
This spell functions like Infectga, expect it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Leaf
Non-Elemental
Level: Black Mage 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duartion: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)
You direct a magical leaf at your opponent. Requires a ranged touch attack roll to hit that deals 1d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +5).
Leaf II
Non-Elemental
Level: Black Mage 2
This spell functions like Leaf, expect it deals 3d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +10).
Leaf III
Non-Elemental
Level: Black Mage 3
This spell functions like Leaf, expect it deals 5d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +15).
Leaf IV
Non-Elemental
Level: Black Mage 4
This spell functions like Leaf, expect it deals 7d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20).
Leafaga
Non-Elemental
Level: Black Mage 5
This spell functions like Leafra, expect it deals 1d8 points of non-elemental damage per caster level (maximum 15d8) and the area of effect increases to a 30-ft.-radius spread.
Leafaja
Non-Elemental
Level: Black Mage 9
This spell functions like Leafra, expect it deals 1d10 points of non-elemental damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Leafra
Non-Elemental
Level: Black Mage 3
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duartion: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A leafra spell is the area of effect version of the leaf spell. A blast of powerful magical leafs explodes dealing 1d6 points of non-elemental damage per caster level (maximum 10d6) to every creature within the area.
Meltdown
Enfeebling/Elemental(Fire)
Level: Black Mage 9
Casting Time: 1 standard action
Range: Close(25 ft. + 5 ft./2 levels)
Effect: 5-ft.-radius line(thickness)
Duration: Concentration + 1 round(Maximum 5 rounds)
Saving Throw: Reflex half
Spell Resistance: Yes
You shoot out an extremely hot and powerful beam out from your hands towards all those in front of you. Any ally or foe within the blast radius takes 14d8 points of fire damage. A successful Reflex save each round halves the fire damage. The damage of this spell increases per round of usage starting with 14d8 for the first round, 18d8 for the second round, 22d8 for the third round and any other round after. On your turn as a move action, you can can move the beam a maximum of 45 degrees and the caster can only move at half their normal speed while casting this spell(cannot run while casting).
Pain
Enfeebling
Level: Black Mage 3
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The target of this spell receives the Blind, Poison and Silence status effect. The target takes 1d6 points of non-elemental damage + your casting modifier per round. The victim suffers the effects of being Blind and unable to cast spells for the duration of the spell or until cured. Casters with the Silent Spell feat can bypass this status effect if used with spells.
Painga
Enfeebling
Level: Black Mage 5
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature/two levels (maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like Pain, expect it affects one creature per two levels (maximum of 5) within 30 feet of each other.
Poisonja
Enfeebling
Level: Black Mage/Necromancer 5
Target: One Creature/two levels (maximum of 10)
This spell functions like Poisonga, expect it affects one creature per two levels (maximum of 10) within 50 feet of each other and the targets take 2d6 points of non-elemental damage + your caster modifier (Intelligence or Charisma) per round.
Quake
Elemental (Earth)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
The earth erupts around the targeted creature, exploding into jagged shrapnel dealing 1d6 points of earth damage per caster level (maximum 15d6) and inflicting the Weighted status effect. A successful Fortitude save reduces the damage by half and negates the status effect.
Quake II
Elemental (Earth)
Level: Black Mage 8
This spell functions like Quake, except it deals 1d8 points of earth damage per caster level (maximum 20d8).
Rasp
Enfeebling/Dark
Level: Black Mage/Necromancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You draw MP from your victim and release it outward. The target must make a Fortitude save or lose 1d6 points of MP per two caster levels (maximum of 8d6).
Ruin
Non-Elemental
Level: Black Mage 1
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of non-elemental damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Ruinga
Non-Elemental
Level: Black Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius spread
Target: Up to three creatures, no two of which can be more than 50 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create extremely powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 4d8+10 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creature 10-ft. from the primary target.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
You gain one missile for every six caster levels, two at 12th level, and the maximum of three missiles at 18th level or higher. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.
Ruinra
Non-Elemental
Level: Black Mage 4
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6+5 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creature adjacent to the primary target.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
You gain one missile for every four caster levels, two at 8th level, three at 12th, and the maximum of four missiles at 16th level or higher. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.
Sleepja
Enfeebling
Level: Black Mage/White Mage 5
Target: One Creature/two levels (maximum of 10)
This spell functions like Sleepga, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Silenceja
Enfeebling
Level: Black Mage/White Mage 6
Target: One Creature/two levels (maximum of 10)
This spell functions like Silencega, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Star Flare
Elemental(Fire)
Level: Black Mage 9
Area: 30-ft.-radius spread
This spell functions like Flare, except it deals 1d12 fire damage per caster level (maxiumum 20d12) and it hits all targets within a 30-ft-radius.
Stone IV
Elemental(Earth)
Level: Black Mage 4
This spell functions like Stone, expect it deals 7d6 points of earth damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Weighted status effect for 1d10 rounds. A successful Fortitude save prevents the status effect from taking effect.
Stoneja
Elemental(Earth)
Level: Black Mage 9
This spell functions like Stonera, expect it deals 1d10 points of earth damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Thunder IV
Elemental(Lightning)
Level: Black Mage 4
This spell functions like Thunder, expect it deals 7d6 points of lightning damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Static status effect for 1d10 rounds. A successful Reflex save prevents the status effect from taking effect.
Thundaja
Elemental(Lightning)
Level: Black Mage 9
This spell functions like Thundara, expect it deals 1d10 points of lightning damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Tornado
Elemental (Wind)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Gushing jets of wind streak towards the targeted creature, bursting into a torrential vortex dealing 1d6 points of wind damage per caster level (maximum 15d6) and inflicting the Squalled status effect. A successful Reflex save reduces the damage by half and negates the status effect.
Tornado II
Elemental (Wind)
Level: Black Mage 8
This spell functions like Tornado, except it deals 1d8 points of wind damage per caster level (maximum 20d8).
Water IV
Elemental(Water)
Level: Black Mage 4
This spell functions like Water, expect it deals 7d6 points of water damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Drenched status effect for 1d10 rounds. A successful Reflex save prevents the status effect from taking effect.
Waterja
Elemental(Water)
Level: Black Mage 9
This spell functions like Watera, expect it deals 1d10 points of water damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Wound
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d6 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
A deep gash spontaneously bursts from your opponent's flesh, dealing 2d6 non-elemental damage. Creatures who fail the saving throw take 1d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
Woundra
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 10 ft. radius
Duration: 2d6 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
Your opponents' skin and muscle split all over, as though being cut into by a storm of invisible knives, dealing 5d6 non-elemental damage. Creatures who fail the saving throw take 2d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
Woundga
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 6
Range: Medium (100 ft. + 10 ft./level)
Target: 20 ft. radius
Duration: 3d6 rounds
Your enemies' flesh violently ruptures and begins spurting blood, dealing 8d6 non-elemental damage. Creatures who fail the saving throw take 3d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.