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Introduction

Welcome back to Yeld! I hope you’re excited to try out


the Black Mage Job. This Job Guide is everything you’ll
need to dig into Yeld’s most sinister and destructive Heroic
Job. In this guide you’ll find clues to the mysterious lost
history of magic in Yeld and learn about the rise and fall
of the Black Mages, the Royal University for Magical Study
and the wide variety of magic users that call Yeld home!

We’ve collected all the Black Mage specific content from


the Yeld rulebook and reprinted it here, along with
a selection of new Spells, new Special dice and new
items for you to collect! You’ll also find a brand new
Mentor who is ready to teach your young Black Mage
a trick or two before sending them on a personal quest!

This guide also includes advice for building and playing


different types of Black Mages, from the durable Tanky
Mage to the studious Research Mage!

Have fun mastering Yeld’s darkest magic. Don’t let it


consume you!

- Jake, January 2020

Contents
The The nature of Black Magic 1

Black Mage Types of magic users in Yeld 4

Heroic Job: Black Mage 5


Guide Black Mage Special dice
Black Mage Mentor Misty Naoko
6
7
Black mage Mastery Quest and Weapon 8
Black Mage Spells 8
A Yeld expansion
Building your Black Mage 14
By Nick Smith and Jake Richmond Dagger Mage 14
Tanky Mage 16
Research Mage 18

The Magical Land of Yeld and all related characters and New Black Mage Stuff 19
content is copyright 2020 Nick Smith and Jake Richmond.
The Magical Land of Yeld is a product of Yeld LLC.
6315 SE Holgate, Portland, OR 97206. Black Mage Charcter Sheet 21
Visit us at Yeldstuff.com
The nature of
Black Magic
Yeld has always been a place of magic, and Black Magic is
the most insidious and corrupting of powers in the magical
land. The Fairies are the oldest inhabitants of Yeld, and they
say that when they made their home there they found Black
Magic buried deep in the darkest forests and caverns. Some
scholars suspect Black Magic is a gift of forgotten gods, all
that is left after their magic destroyed them. Others think
that all magic comes from the same source, the sacred and
unknowable well of power that spawned the great ancient
Witches and other monstrous god creatures. A few suspect
that the secrets of the source of Black Magic lie deep in
the Arsenal of Winter, but the entrance to that mysterious
fortress is lost, and its keys destroyed. Even if the origins of
Black Magic is lost to time, every Black Mage instinctively
knows a terrible truth. Black Magic is as old as the magical
land, and one day it will destroy Yeld.

When a mage casts their first Black Spell they are filled with
a terrifying certainty that Yeld will one day be consumed by
Black Magic, just like Earth and its sibling planets will be
consumed by its star. Some magic users experience this as
a vivid vision, a nightmare of Yeld’s landmasses being torn
apart by apocalyptic energies. For other casters Yeld’s fate
is simply an indescribable certainty. All Black Mages know
that the magical land will one day be destroyed, but whether
this destruction is part of some planned cycle and serves a In time powerful mages learned to harness the power of
greater purpose or is solely the result of chaotic Black Magic Black Magic with dangerous, unrefined spells that gave
that can finally no longer be contained is something that has them enormous amounts of destructive power. These were
been debated among magic users for thousands of years. the first magicians to call themselves Black Mages. Few of
these mages started out with monstrous intents, but it wasn’t
Some mages believe that simply using Black Magic at all long before each gave in to the desire for more power. Some
hastens the end of Yeld, that each spell cast adds power to a worked together to crush armies and carve out kingdoms
growing reservoir of Black Magic that will one day overflow of their own across Yeld. Others had their own destructive
and destroy the magical land and all that live there. Other plans. Many of the Black Mages became nothing more
students of magic theorize that Yeld’s destruction is part than living conduits for Black Magic, unable or unwilling to
of an inevitable cycle, possibly even tied to the eventual control themselves as they broke the land and burned cities.
awakening of the Serpent God. Eventually the Witch Hunters of the Old Kings were able to
put a stop to the Black Mage’s madness, but the years of
The first Black Mages destruction left deep scars in Yeld and its people, and it’s
unlikely that Black Mages will ever be trusted again.
There have been many times in Yeld’s history when scholars
and kings feared that Black Magic would soon consume the
world. When the First Kings came to Yeld they used their Focus and control
Black Magic to seize the land as their own. Careful with their
power, the Kings used devastating Black Magic alongside the Black Magic is a primal energy found throughout the
might of their armies to drive the Fairies from their ancient darkest and deepest places in Yeld. Some powerful creatures
homelands, to hunt the original Witches, who were powerful thrive on this energy and can use it naturally with little
creatures of pure magic and wrath, and to drive off the last consequence. For most mortal creatures, exposure to Black
dragons into the realm of the Leviathan Queen. Magic will quickly destroy their body and mind. To control
this power scholar mages have devised complicated magical
The First Kings were wise enough to keep their Black Magic spells. Black Magic spells are carefully calculated to harness
tightly in check, only unleashing it in times of war or conquest, the smallest amount of Yeld’s magical power, bending it
or on their most dangerous enemies. But as they spread into specific shape and function. Each spell contains wards
across Yeld and centuries passed the King’s People forgot to protect the caster from the corrupting energies of Black
the caution of their ancestors, and the study and practice of Magic. Spells are a tool for harnessing the dangerous energy
Black Magic became more common in the Royal Universities of Black Magic.
and among the War Mages of the King’s armies.

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Black Magic isn’t evil, but it flourishes in the shadows. The
darkest and deepest places in Yeld are seeping with Black
Magic, and the creatures that live there thrive on that energy.
Both the Shadow World and the Ghost Lands, two realities
that border Yeld, are flush with Black Magic. A caster that
travels to these dark places, or works their magic at night,
will find that their spells are more powerful and their control
over their magic more fine, even as that magic eats away at
even more of who they are.

Black Magic isn’t evil, but it thrives on hate. Black Magic


spells are more powerful when the caster is motivated by
jealousy, rage or thoughts of revenge. Because Black Magic
rewards hatred, many mages become indifferent to the
suffering they cause.

Black Magic isn’t evil, but for all these reasons it should be
respected and feared, and the magicians who practice it
should be watched carefully.

The dangers of Black Magic The Royal University for Mystical Studies

A second truth that every Black Mage knows from the The Royal University is the oldest institute for magical
moment they cast their first Black Spell is that, just as Black learning in Yeld. Spellcasters from across the magical land
Magic will someday consum Yeld, their own Black Magic come to the university to learn magical crafts and study
will also someday consume them. Some scholars believe under some of Yeld’s greatest minds. The University was
that Black Magic is evil, and corrupts its users with a sinister established by the First Kings and has stood for thousands
intent. Others think that Black Magic is beyond concepts of of years. Even Prince Dragul recognizes its value and has
good or evil, and so powerful that those who use it simply largely left it untouched. The University is responsible for the
lose part of themselves in the process. magical training of the Kingdom’s War Mages.

Black Magic eats away at the core of a person. Casting a The Royal University teaches the use of all kinds of magic,
Black Spell feels both cold and thrilling. A part of who you including Black Magic. Students that wish to learn Black
are falls away, replaced by the raw power of Black Magic. Magic are assigned personal tutors and heavily monitored.
A caster is always eager to experience this sensation again, The tutors make sure that no student is ever allowed to learn
and each time they cast a Black Spell the sensation grows more than a few Black Magic spells, and each student is
more powerful, and more of who they are is lost. Mages have exhaustively lectured on the dangers of this type of magic.
studied ways to reduce this loss, and most spell casters are
taught to limit their exposure to Black Magic, to resist the Black Mages aren’t barred from the University, but they
urge to revel in their power and to spend time with people are put under intense scrutiny when they visit. Many Black
who love them. Comfort from family, friends and even battle Mages come to the University to expand their knowledge
comrades helps the caster hold themselves together in the of magic, practice other disciplines (Red Magic is a popular
face of the overwhelming power of their magic. compliment to Black Magic) or to search the archives for
ancient Black spells they have yet to learn. To avoid scrutiny
Every mage that follows the path of Black Magic will Black Mages will often visit the University in disguise.
eventually be consumed by it. Some burst apart with magical
energy as they are engulfed in a spectacular backfire. Others
burn away their soul and body until all that is left is a
withered husk. Some suffer worse fates.

The truth of Black Magic


Black Magic isn’t evil, but there is no denying that it
is inherently destructive. Raw Black Magic is a force of
destruction, capable of leveling mountain ranges and
annihilating cities, but also inevitably destroying anyone
that uses it. Carefully crafted spells allow mages to control
this overwhelming power. Black Magic spells channel that
energy into precisely destructive attacks that are almost
always deadly, although some subsets of Black Magic spell
crafting focus on powerful protection or summoning strange
creatures.

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The Heroic Job of the Black Mage Black Mage Costumes
Unlike Shepherd, Freelancer, White Mage or the other Heroic When a Friend takes the Black Mage Heroic Job they’ll
Jobs, Black Mages have never been seen as traditional receive the distinctive Black Mage costume. The costume is
heroes in Yeld. Alone among the Heroic Jobs, Black Mages well known all across Yeld and will immediately identify the
inspire fear. Every citizen of Yeld knows that Black Mages Friend as a Black Mage. Many Black Mages choose to travel
once nearly conquered the magical land and came close to in less conspicuous outfits to avoid causing panic, or simply
destroying it in the process. to disguise their nature. Dressing as a common Travelling
Mage will let the Black Mage pass through towns and cities
The respect that the citizens of Yeld give to Black Mages without notice. The uniform of the Royal University for
comes from fear, not admiration or appreciation. No city Mystical Studies is always a popular choice, since University
wants a Black Mage to take up residence within its limits, students are welcome in cities across the kingdom.
and no town wants a Black Mage to visit. But the power
of Black Magic is so intimidating that the people of Yeld
would rather welcome a Black Mage and do everything they
can to please them than try to chase them off. After all, a
content Black Mage may move on as soon as their business
is finished. An angry Black Mage is capable of destroying
everything in their path.

When the people of Yeld seek out the help of a Black Mage
it is because they need a destructive answer to an equally
destructive problem. A Black Mage might be asked to drive
off a powerful monster, break a siege, destroy a company of
invading soldiers, sink warships or burn down a forest. More
rarely, the people of Yeld will look to Black Mages for their
unique knowledge of other worlds and forbidden magic.

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Types of magic users in Yeld Oracles of the Serpent God: Usually Hydra, but sometimes
Fairies, Snakes or other creatures. Oracles channel magical
The people and creatures of Yeld have used magic since energy directly from the slumbering God, although the
before recorded history, and many of Yeld’s most terrifying results can be both unpredictable and obscure.
monsters are born of pure magic. Each of Yeld’s civilizations
has its own magical traditions, and there are many magic Goats: Goats are not native to Yeld. All Goats can use a
users that choose to forge their own path into practicing special kind of magic commonly referred to as Goat Spells.
spellcraft. Here is an incomplete list of magic users in Yeld: No other magic users have ever been able to cast a Goat
Spell.
Magicians: Dabblers in magic. Many citizens of Yeld learn
a few spells from their parents or as part of their education. Abolishers: War Mages of the Fairy Tribes and worshipers of
Magicians are common and focus their magical knowledge the Serpent God. Abolishers believe that Yeld belongs to the
on just a few useful spells. Fairy tribes and all others should be driven from the magical
land. Their Red Magic is powerful.
Mages: A Mage is anyone who casts spells.
Drudge Angels: Servants of the Old Kings and guardians
Task Mages: Magic users whose spell casting serves a single of fallen heroes. These warriors use both Black and White
specific purpose. Task Mages often focus on impressive Magic in the form of prayers, although it is unknown who
magical works, like wall building, storm summoning, fire they pray to.
fighting, healing or crop harvesting. Task Mages that focus
on battle are called War Mages, and choose to learn spells Academy Librarians: Librarians focus their attention on the
for specific kinds of arcane combat. recovery and recording of ancient spells. Their magic is used
to discover and identify other magic users, spells, locations of
Mermaids: All Mermaids know some Mermaid Magic, a power and rare magical creatures.
special kind of Blue Magic created by The Deep. While there
are many Mermaid spells, most Mermaids only learn a few Tax Collectors: Math Magic is rare in Yeld, and some argue
specific ones, like the spell that lets them transform their tail that it’s strange equations aren’t a form of magic at all.
into land worthy legs. Besides the Goblins of Five Knives, the Royal Tax Collectors
are the only organization that teaches this strange form of
Black Mages: Spell casters who focus on the study and magic.
application of Black Magic. Rare and feared.

White Mages: Spell casters who focus on the study and


application of White Magic. Rare and loved.

Dancers: Magic as performance, perfected by the free city


Dancers of Pirate Bay. Their perfectly choreographed dance
magic creates powerful localized paracausal effects.

Warrant Mages: Agents of the Kingdom, Warrant Mages


are bounty hunters specializing in capturing dangerous
criminals and enemies of the Prince.

Deep Mages: War avatars of the Deep, specializing in


destructive Blue Magic. Hard to kill.

Judges: Judges create and enforce law in the free cities through
the use of powerful Red Magic. A Judge is empowered to pass
laws as they see fit, and their magic compels all those who
hear them speak to obey.

Wizards: While any older or experienced Mage can be called


a Wizard, the title has fallen out of fashion and is usually
reserved for characters in children’s stories.

Ghost Keepers: Ghost hunters and speakers to the dead.


Ghost Keepers rarely know more than a few specific spells,
and use them to explore the Ghost World, make peace with
the dead and trap dangerous spirits.

Monster Mages: A spell caster that studies Monsters and


creates spells that mimic their abilities.

Freelancers: While not trained mages, many Freelancers


learn to use spell scrolls to cast all sorts of magic.

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Heroic Job:
Black Mage
Black Mage is one of the 8 Heroic Job’s a Friend can choose
once they reach Rank 1 and begin their adventures as a
Hero in Yeld. See The Job Guide in the Yeld rulebook for
more details.

The Black Mage protects her friends by using magic drawn


from the night, the cold, loneliness and the evil places of
Yeld. Black Mages are the most destructive of all the Heroic
Jobs, harnessing dark magic to inflict pain and suffering
on their enemies. Black Magic corrupts, and even the most
heroic Black Mages often fall to evil.

The first Black Mages were scholars turned warriors,


commissioned by ancient rulers to unlock the secrets of
magic and turn their mystic knowledge into tools of war. But
these mages were too successful, unleashing terrible energies
that could barely be contained, warping and twisting the
land, giving birth to horrible monsters and tearing open
the barriers between Yeld and the Ghost World for the first
time. Corrupted by power they could barely understand,
the Black Mages waged a war of conquest across the land,
seizing entire cities and kingdoms for themselves as they
practiced their dark magics on the unprotected villagers of
Yeld. The Witch Hunters put an end to the Black Mages cruel
and destructive rule, and ever since the students of dark
magic have been looked on with distrust but tolerated and
begrudgingly respected for their power and knowledge.

The people of Yeld look to Black Mages for understanding


of both the world of magic and the realm of ghosts. When
a village fears a mighty monster, a grieving widow wishes
to speak to her dead husband or a host of zombies claws its
way out of an ancient cemetery, the people of Yeld will look
to a Black Mage for help.

Black Mages receive the following benefits:

Just remember: “I don’t have to hurt you... but I can!”

Core dice: +2 Smart dice

Weapons: The Black Mage can use Staffs and Daggers

Special dice: Black Magic Protection, I know about Magic

Kit: Black Mage Costume, Black Magic Spell Book containing


the 10 Normal Black Mage spells, 1 Weapon of current
Rank

Job Ability: Black Magic The Black Mage can cast Black
Magic Spells using her Smart dice. She must hold a Spell
Book or scroll in one hand to cast spells. Black Mages can
cast each of their Spells a number of times per Adventure
equal to their Core Smart dice.

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Black Mage Special dice list Blackout: When a Monster’s attack would cause this Friend
to lose their last Tough die and become a Ghost, the Friend
Here’s a list of Special dice that only Black Mages can buy: may instead spend 1 Banked Action and 1 Restore roll to
cancel the effects of the attack. Then move the Friend a
number of spaces on the Action Board equal to their Core
Sacrifice: Add to Strong when attacking with a Dagger. If Smart dice. (Solo)
this attack kills a Monster, add your Sacrifice dice to your roll
when you cast your next spell! (Bonus)

Designer’s note: Blackout can only be used if the Friend has


at least 1 Banked Action and 1 Restore roll. As the name
Designer’s note: Sacrifice can be added to every attack with a suggest, Blackout is an involuntary effect. If the Friend meets
Dagger, and as a Bonus die can even be combined with other Blackout’s requirements they must use it.
Combat Special dice like Trip or Break. For Black Mages who
want to fight up close, Sacrifice gives your Dagger the same
combat capabilities as a Sword!
Ebb and Flow: Your spell can not cause a Magical Backfire
if the last spell cast during this fight by yourself, another
Friend or Monster was a different color than the current spell
Hate: Add to Smart or Strong dice when casting a spell or you are casting. (Solo)
making an attack against a Monster that has caused you to
lose Core dice during this fight. (Bonus)

Designer note: Spell colors include Black (including Wrath


Blood Draw: Lose a Core die and add one die to your roll to spells), White (including Prayer spells), Red (including
cast a Spell. Spells cast in this way do not count toward the Ghost Keeper calls and Shepherd spells) and Blue (Including
number of spells you can cast this Adventure. (Challenge) Mermaid spells). Goat and Math Magic do not have a color.
(Solo) A Spell’s color is usually listed in it’s profile.

Maniacal Laugh: Banking an Action counts as a successful


Action for the Action Chain. If you choose not to Move Magical Research: Search through any collection of books,
during the same turn you Bank an Action Monsters will roll artifacts, mysterious glyphs or ancient ruins for useful
1 less die against you until the beginning of your next turn. magical knowledge. Add to Smart rolls on Challenges
(Solo) involving knowledge of magical practice or history in
Yeld. Additionally, as a Chore add to Smart and roll on the
Research Table. (Chore) (Challenge)

The following Special dice can be purchased


with Reward dice starting at Rank 2. Research Table
(Roll Magical Research with Smart dice to determine the
result of your research)
Blackening Blade: Add a number of dice to attacks when
using a Dagger for each unique Black Magic spell you have
- 16 or more, gain 1 random Normal White, Black or Red
successfully cast during this fight. If an attack with this
Spell Scroll
Special die causes the target to lose a Core die it cannot be
used again during this fight. (Solo)(Combat)
- 26 or more, gain 1 random Rare White, Black or Red Spell
Scroll
Shadow Meditation: Add to Brave when making a Restore
- 36 or more, gain 1 random Rare Mermaid, Math or Goat
roll. If successful, instead of regaining Core dice increase the
Spell Scroll
number of times you can cast a specific spell each Adventure
by the number of Shadow Meditation Special dice you have.
- 46 or more, gain 1 random Rare Blue Spell Scroll
(Challenge)

Path of Evil: Roll a die when you receive a Reward die. On


a result of 1 the Reward die becomes an Evil! Special die.
(Solo)
Hollow Inside: Add to rolls when casting a spell. The target
of this spell can not roll Smart dice to resist the spell’s effects.
Permanently lose 1 Core die when you use this Special die.
Dark Magic: Add to Smart rolls to cast Black Magic Spells
(Combat) (Bonus)
when affected by Darkness. (Combat) (Challenge)

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A Friend who is being mentored by Misty
Naoko gains the following benefits:
Entertainer’s heart: Friends who are being mentored by
Misty Naoko gain 1 Perform Special die. This effect is lost if
the Friend switches Mentors.

Misty’s lessons: While being mentored by Misty Naoko


a Friend may spend 1 Good! die to permanently gain 1
Stubborn Special die. Or, spend 1 Evil! die to permanently
gain 1 Hate Special die.

Mentor Quest: Father’s Puppets


Misty’s hometown has been overrun by the Prince’s soldiers.
Her parents were forced to move to Pirate bay (and are
doing just fine, thanks for asking), but some of their
belongings were left behind, including her father’s beautiful
handcrafted puppets. If the Friend will travel to the town
of Luck’s Bend and find the puppets Misty is ready to offer
Black Mage Mentor Misty Naoko a special reward. But be careful! A Warrant Mage named
Grinus Brent is commanding the Fairy soldiers stationed in
luck’s bend, and he has a special hatred for Black Mages!
Misty Naoko grew up in a small fishing village near the free
city of Pirate Bay. Her mother was a soldier of The Deep who
Misty’s Quest Reward: A Friend who is mentored by Misty
deserted her post to live on land under the Prince’s protection.
Naoko can collect this reward after finishing this quest.
Misty’s father was a fisherman by trade, but entertained the
Other Friends receive Some Coins for completing this quest.
local children with puppets he crafted himself.

Misty learned magic from her mother and entertaining


from her father, and after a brief education at the Royal
University for Mystical Studies the young mermaid started Decoy Puppet
her own travelling business, using magic to entertain and A beautifully crafted hand puppet. It looks just like a certain
teach the children of Yeld. famous Mermaid magician!
Exotic Rank 1 Gear item
Misty’s Magical Spectacle was a popular travelling show Benefit: This item is considered to have 1 of each Core die.
for years before conflict again broke out between the Prince When targeted by a spell that reduces Core dice (like Hurt),
Dragul’s armies and the Pirate Bay’s Princess in Doubt. As the instead reduce this item’s Core dice. If this item’s Core die
roads closed and travel became dangerous Misty settled in a has already been reduced to 0 it cannot be used.
town not far from where she grew up, and devoted herself to Extra Benefit: This item’s Core dice can be restored using the
teaching students who can’t attend the Royal University. Sew Special dice.
Cost: Given to the Friend by Misty Naoko after successfully
On her travels Misty managed to collect a wide range of completing the “Father’s Puppets” quest.
magical books, scrolls and artifacts, including some banned
by the Prince and the Old Kings. After years of careful study the
former children’s entertainer has learned more about Black
Magic that nearly anyone else in Yeld, and even though she Designer’s Example: A Monster casts the Black Magic spell
has been careful never to cast a dangerous spell or succumb Death Curse on Naomi. The spell causes Naomi to lose 1
to dark power like the Black Mages of legend, Misty is eager Core die of the Monster’s choice, and the Monster chooses
to share her secret knowledge… with the right student. Smart. Because Naomi is holding the Decoy Puppet the item
will lose 1 Smart die instead, reducing it’s Smart dice to 0.

What is a Heroic Mentor? Mentors are heroic and resourceful On the next turn the Monster chooses to Cast Death Curse
adults who have decided to help the Friend on their quest to on Naomi again, and again chooses to have Naomi lose a
defeat Dragul and his Hunters of Yeld. Friends may meet Smart die. Because the Decoy Puppet has been reduced to 0
a Mentor as they travel, or may have to seek them out in Smart dice Naomi cannot choose to have it lose a Smart die
remote locations across Yeld. A Friend can only have one for her. Instead, she’ll lose a Smart die.
Mentor at a time.

Friends can visit their Mentor to receive advice and


training. Working with a Mentor will give a Friend access
to some unique benefits along with a special quest that
provides powerful Treasure when completed. It’s up to the
Game Master to create an adventure based on the quest’s
description.

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Black Magic
Black Mage Mastery Quest
After the Friends have acquired 3 keys the Black Mage may
choose to take on a Mastery Quest, given to them by the

Spells
Job Trainer or their Mentor. Once a Black Mage completes
a Mastery Quest they can never switch to another Heroic or
Advanced Job.

To unlock their Mastery Quest a Black Mage must spend 2


Good! or Evil! dice and a single Reward die. Once unlocked, These 10 Normal spells are learned by all Black Mages.
the Black Mage can complete the quest to gain access to new When a Friend takes the Black Mage Heroic Job they receive
spells. a spell book containing these 10 spells.

Quest: “Tasting Shadow” Find a magical door to the Shadow


Cliff and steal Kerrigor’s secret magic.

-If Good! dice were spent to acquire this quest then the Black
Mage gains access to the Free Door Black Spell.

-If Evil! dice were spent to acquire this quest then the Black
Mage gains access to the Shadow Burst Black Spell.

Mastery Quest Weapon: At Rank 3 the Black Mage can


purchase the Splintered Staff of the Rainbow Sage from the
Job Trainer or their Mentor.

Fire Hat
Challenge: 6 Range: 4 Spaces
Set a Monster’s head on fire!

Effect: The Monster will roll 1 less die for all Actions for the
rest of the fight. Monsters can break this spell by spending
a Banked Action. This spell also causes the target to catch
Fire.
Splintered Staff of the Rainbow Sage
Carved from the last branch of the ancient Grief Tree by the
Rainbow Sage. Before his departure from Yeld, the Rainbow Sage
passed down three magical artifacts to his most talented pupils.
A Crown to the Red Mage Dulnma, an Urn to the White Mage
Erikel, and lastly, a Staff to the Black Mage Eagert. Legend say
that a mage who possess all three artifacts will become the next
Rainbow Sage and usher in a new era of magic in Yeld.
Exotic Rank X Staff
Benefits: X+1 Smart
Extra Benefits: While holding this Staff the wielder may
attempt to cast the last spell that was successfully cast by
any other Friend or Monster during this fight, regardless of
spell’s color or Job restrictions and without the need of a
Spell Book or Scroll. Casting a spell this way does not count
toward the maximum number of times it can be cast each
Adventure.
Cost: Can be purchased from the Job Trainer or Mentor for 1
Good die, 1 Evil die and 3 Power Crystals (Loot Item). Blind
Challenge: 9 Range: 4 Spaces
Normal Black Spell
Cause a Monster to go Blind!

Effect: If the Monster misses its target with an attack or spell


it will hit the closest Monster it can attack (or itself if there is
no other target) instead. Lasts until end of fight.

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Hurt
Invisible Cloak
Challenge: 12 Range: 5 Spaces
Normal Black Spell Challenge: 18 Range: Caster
Cast Hurt to cause pain! Normal Black Spell
This spell makes the Black Mage completely invisible.
Effect: The target loses 1 Tough dice.
Effect: In a fight the spell lasts for one round, but the caster
can make a new Smart roll against the spell’s challenge
number as a free action each round at the beginning of their
turn to stay invisible. Monsters only roll half their Strong
or Smart dice and never add Weapon dice when trying to
take an Action against the invisible Black Mage. Instead of
moving a Monster can roll Smart dice against this spell’s
challenge number to take actions against the Black Mage as
normal for the rest of this round.

Scary Face
Challenge: 15 Range: 1 Space
Normal Black Spell
Scare a Monster!

Effect: On its next action the Monster must move as far away
from the Black Mage on the Action Board as possible and
may not cast spells or make attacks that target the Black
Mage. Additionally, the Monster may not participate in the Betray Friend
Monster Chain. Ghost Monsters are immune to this spell.
Challenge: 21 Range: Caster
Normal Black Spell
This spell protects Black Mages from harm by shifting that harm
to their friends!

Effect: A Black Mage casts this spell on herself. The next time
the Black Mage would lose a Core die she instead chooses
another Friend to lose one for her.

9
Backfire Hurt All

Challenge: 24 Range: Unlimited Challenge: 30 Range: Unlimited


Normal Black Spell Normal Black Spell
Destabilize the local magic fields! Spread pain across the battlefield.

Effect: The next time any Monster casts a spell there is a 50% Effect: Black Mages use this spell to hurt a bunch of Monsters
chance that the spell is cast on a target of the Black Mage’s at the same time! All Monsters in the fight lose 1 Tough
choice within range of the caster. Monsters can lose 1 Smart dice.
die to ignore the effects of Backfire. Backfire lasts until the
Black Mage’s next turn.

Death Curse
Explode Challenge: 33 Range: 3 Spaces
Normal Black Spell
Challenge: 27 Range: 6 Spaces Black Mages use this spell to sentence a Monster to death!
Normal Black Spell
This spell makes things explode! Effect: Each round the Monster loses one Core dice of the
Black Mage’s choice.
Effect: The Monster that this spell is cast on loses 2 Tough
dice. Monsters and Friends on neighboring Action Board
squares can roll Armor + Tough dice against a difficulty of
10 to avoid losing a Tough die.

10
Other Black Magic Spells
These spells can be found as Treasure or purchased from
Misty Naoko as Spell Scrolls for 2 Bones each or added
to your Spell Book for 2 Reward dice or 5 Bones each. We
recommend these spell for casters rank 2 or higher.

Levitate
Challenge: 9 Range: Caster
Rare Black Spell
The ground is for lesser beings. Rise above it.

Effect: The caster gains +1 Fly and +1 Jump Special dice until
the end of the fight. The caster loses this benefit if an attack
or spell causes them to lose a Core die or if they use their
Action to Move.
(Call) Swarm of Bats
Challenge: 9 Range: 4
Rare Black Spell
A whole bunch of bats.

Effect: Call a swarm of black bats to darken the sky and


harass your enemies! Any Friend or Monster standing in
a space next to a Swarm of Bats suffers from the effects of
Darkness.

Swarm of Bats (Called Monster)


Duration: 3 rounds
Core dice: Strong 1 Tough 1 Smart 1 Brave 1
Special dice: Fly +2

(Call) The Black Goat


Challenge: 15 Range: 1
Rare Black Spell
A pitch black goat that cares not for life.

Effect: Call a mysterious black goat to protect you in battle.


When the Black Goat is reduced to 0 Tough dice the caster
will gain extra dice to roll when casting a single spell during
this fight. The amount of dice the caster gains are equal to
the number of turns the Black Goat survives.

The Black Goat (Called Monster)


Duration: 5 rounds
Core dice: Strong 2 Tough 2 Smart 1 Brave 2
Special dice: Bite +1, Shove +1

11
(Call) Speak of Snakes
Challenge: 15 Range: See Effect
Rare Black Spell
Summon a big pile of snakes!

Effect: Calls 1 to 3 Snakes. Roll a die to determine how many


Snakes are placed on the action board. Place them anywhere
on the board except in a space next to a Friend or Monster.
The Snakes will not move but will immediately attack any
Friend or Monster that moves into a neighboring space.

Snakes (Called Monster)


Duration: Until the end of the fight.
Core dice: Strong 1 Tough 1 Smart 1 Brave 1
Special Dice: Bite 2, Poison 1, Snakeskin 2

(Call) Midnight Butler


Challenge: 18 Range: 1
Rare Black Spell
A dark assistant awaits your commands.

Effect: Call a strange servant who will assist your magical


pursuits. When this spell is cast the caster can give the
Midnight Butler their Spellbook or Staff as a free Action.
As long as the caster is next to the Midnight Butler on the
Action Board they gain the benefit of holding their Spellbook
or Staff in hand, even if their hands are otherwise full. If
the caster is already holding a Spellbook or Staff they must
chose to gain the benefits of the one they are holding or the
one the Midnight Butler is holding for them. If the Midnight
Butler is killed or the spell’s duration is met the caster’s Staff
or Spellbook is returned to them. Ghost Cannon
Challenge: 24 Range: 5
Midnight Butler (Called Monster) Rare Black spell
Duration: 5 rounds Harness the energy of the Ghost World to obliterate unwanted
Core dice: Strong 1 Tough 1 Smart 2 Brave 2 spirits!
Special dice: Sticky Hands +2, Slimy +2, Effect: Target Ghost loses one Brave die and another Core
Magic Masochist +1 die of their choice. Black Mages can cast this spell on Ghosts
Special: If the Midnight Butler is holding a Spell Book it may even if they are not a Ghost.
cast spells from that book.

12
Hate Mail
Shadow Surge
Challenge: 24 Range: unlimited
Rare Black Spell Challenge: 27 Range: 1
Write a dangerous magical letter to your enemy. The Postmaster Rare Black Spell
will deliver it immediately, even in the middle of battle! Harness darkness to force your enemies away.

Effect: Choose a Friend or Monster in this Fight to receive Effect: Target loses a Banked Action. The caster moves
your magical letter. At the end of the next Round the target their target 5 spaces directly away from them on the
will roll a die and consult the table below. This spell cannot Action Board.If the target moves through a space
be resisted by the target. occupied by a Friend or Monster that Friend or Monster
Additional effect: A Friend who also has the Letter Writing can make an Armor roll against the Caster’s spell roll.
Special die can cast this spell at any time during an adventure If they fail the target loses 1 Tough die and the Friend or
as a Chore (instead of writing a normal letter). If cast as a Monster loses 1 Brave die. If this spell sends the target off
Chore the spell caster can choose a target at the beginning the Action Board they may return to the Action Board
of the first Round of the next fight they are in. The target along the same edge at the beginning of the next Turn.
will receive the letter and roll on the table below at the end
of that Round.

Hate Mail table


(Roll 1 die and consult the table below to see what kind of
awful magical letter the target receives)

1- Food poisoning! Target gains the benefit of a Food item of


the Caster’s choice, then rolls a die. On a result of 4,5 or 6
the Target loses a Tough die.

2- Fire bug bomb! Target suffers the effects of Fire. The caster
moves the Target 3 spaces on the Acton Board.

3- Shock box! Caster moves the Target 2 spaces on the Action


Board. The Target will not be able to move during their next
Action.

4- Bear trap! Target loses a Tough die. The Caster moves the
Target 1 space on the Action Board.

5- Acid splash! Target loses a Weapon, Armor, Gear or


Clothes item of Caster’s choice until the end of the fight.

6- Cruel mockery! Target loses any 2 Core dice of their choice,


then Banks 2 Actions.

13
Black Magic Mastery Spells
A Black Mage can learn one of these two spells after
completing their Mastery Quest.
Building your
Black Mage
The Black Mage is one of the least versatile Heroic Jobs. With
two extra Smart dice, a focus on spell casting and a bad
habit of turning into a ghost the first time they get hit it
can be difficult to imagine playing Black Mage as anything
but a damage dealing glass cannon. A closer look at the
enormous number of Special dice, spells and items available
shows that you can build several different kinds of Black
Mages, each with their own unique focus.

Lets take a look at three different Black Mage builds!

Free Door
Challenge: 30 Range: 1 Space
Legendary Black spell
Rend open reality and step across Yeld’s vast distances.

Effect: Create a Portal to your Home Inn from anywhere


in Yeld. The Portal will remain open for 1 day or until the
Friends return through it. Only the caster and their Friends
can use the portal while it is active.

Dagger Mage
Shadow Burst
Its easy to forget that Black mages can use the Dagger
Challenge: 24 Range: 3 Spaces weapon type. After all, usually the last thing you want is
Legendary Black Spell to get close enough to a Monster to stab them! The Dagger
Unleash the energies of the shadow realm upon your enemies Mage takes advantage of this overlooked weapon, focusing
on evasion and thrown attacks that power up spells!
Effect: Target loses 1 of each Core Die. All Friends and
Monsters suffer the Darkness effect for the remainder of The Dagger Mage is an ideal build for Friends who have
the fight. This spell cannot be used if the Darkness effect is higher than average Strong dice. Here’s what we recommend
already being used this fight. for building this style of Black Mage:

14
Stuff: You’ll need Daggers! Since thrown Daggers can’t be
Core dice: Dagger Mage works best with at least 2 Strong used again in a fight, we recommend carrying at least 2 at
dice. You don’t need to worry about having more than your all times. Having a bunch of current Rank Daggers can get
minimum number of Smart dice. expensive fast, so holding on to older Rank 0 or 1 Daggers
and using them just for throwing is a smart move, since the
Special dice: Dagger Mage works best using a few specific Dagger’s Brave dice won’t add to your attack anyway.
special dice. Start with Sacrifice, a Black Mage die that you
can add to any attack with a dagger. This is a Bonus type If you want the very best weapons look for current Rank
special die, so you can use it in combination with other Daggers that have any of the Special dice mentioned above.
special dice like Trip as well. If your attack with Sacrifice kills Daggers with Sacrifice dice are especially good! The Exotic
a Monster you get to add your Sacrifice dice to your roll when Dagger Lightning Rod is a great choice if you can get it!
you cast your next spell. This is the core idea behind the
Dagger Mage. Kill a weak monster with a thrown dagger, then Don’t worry about owning a Staff. You won’t need it!
get a bonus so you can cast a difficult spell! We recommend
getting 2 or 3 sacrifice dice as quickly as you can. Look for the best Armor you can. If you have 2 Tough dice
make sure to get Medium Armor. Buy clothing that gives
Invest in some Combat style Special dice to enhance your any of the Special dice listed above or allows you to carry
Dagger attacks. Trip, Headbutt, Fight Dirty and Break are extra Food items (always have Hot Sausage and Sushi!)
all good options for adding more dice to your attack, but Don’t worry about Gear items. You’ll be holding a spellbook
remember you won’t be able to use your Sacrifice dice to cast in your free hand.
spells unless you kill a Monster, and each of these Special dice
changes the type of damage you do from Tough to something How Dagger Mage works: The Dagger Mage build offers a
else. Charge is one of the few Special dice that you can roll pretty unique playstyle. You’ll have both powerful offensive
with Sacrifice and still do Tough damage. Charge can only options with your Daggers and Black Spells and solid
be used on the first Turn of a Fight, but its a great opening mobility. However, you’re just as vulnerable to attacks as a
attack! traditional Black Mage, and powerful spells may catch you
by surprise.
Pain Train is also an essential purchases. Pain Train can be
added to attacks if you’ve already reduced a Monster’s Tough You’ll want to start the fight with a powerful Dagger attack.
dice to 0 during this fight. So you’ll have to kill a Monster Thanks to your range with your Dagger and the the speed
first, but once you do you can add your Pain Train dice to provided by the Dagger’s Brave dice you should be able to
every attack. Even better, Pain Train is a Bonus Special die, target any Monster on the Action Board that isn’t hiding
so you can roll it with your Sacrifice dice AND Combat type or blocked by another Monster. Your goal will usually be to
dice like Trip or Fight Dirty. Do you want to be rolling huge target a weak Monster with a Dagger+Strong+Sacrifice+Ch
9 to 11 die Dagger attacks, even without an Action Chain arge attack. Hopefully you can kill the Monster with this
bonus? This is how you do it! attack, which will allow you to add your Sacrifice dice to
your next spell roll!
Trick Shot is a handy die to have. As a Solo die you only need
to buy Trick Shot once, and any time you miss with a ranged On your next turn you can start casting spells. You won’t
attack you can target a different Monster instead. This is have access to Smart dice from a Staff, but your Sacrifice
a great strategy for attacking gangs of Monsters that have dice should make up for that.You can confidently cast easy
both tough and weak members. You can freely attack the spells like Hurt or Fire Hat, or try for more difficult spells like
toughest monster, and if your attack fails you can redirect Shadow Surge and Explode! Don’t be afraid to wait for an
the attack to a weaker monster! Trick Shot requires that you Action Chain or eat some Sushi to make sure you can land
attack with a Banked Action, so you won’t be able to use it those spells!
all the time.
Once you cast a spell its time to go back to Dagger throwing.
Excuse me! Is a smart investment. Making sure you can take This is your combat cycle. Dagger+Sacrifice, then use those
your Action early in the Turn before Monsters can kill you is Sacrifice dice to cast a devastating spell. Then back to
essential. Get them before they can get you! Dagger again! Add in Pain Train for huge attacks!

Some of the best Special dice for Dagger Mages can be found You also have the option of targeting tough enemies with
in other Jobs. Combo is a terrific Soul Thief die that you debuffing Special dice like Break, Trip, Headbutt and Fight
can add to your attacks if you’ve already used Backstab, Dirty. Rolling Dagger+Strong+Sacrifice+Trip (or another
Charge, Lightning Strike (also a great Dagger Mage choice), Special die) will often be enough to score a hit on Bosses
Headbutt, Fight Dirty or Trip during this fight. Combo is a or other Monsters with solid defenses, and taking away
great Special die for stacking dice for big attacks. their Strong, smart, Brave or Armor dice can make them an
easier target for your Friends. Remember, you can still add
Karma is a Freelancer die, and you can think of it as the your Sacrifice dice to these attack rolls, you just won’t get
ultimate safety net. Karma is a Solo die that you’ll buy once the benefit of also adding your sacrifice dice to future spells
and lets you reroll ANY roll that includes 3 or more dice with unless your attack kills the target.
the result of 1. Karma is a strong contender for the best die
in the game, especially after Rank 2 where you’ll be rolling
6 or more dice on most rolls. Karma will help make sure that
your Dagger attacks and spells aren’t ruined by too many
1s!

15
This playstyle is nearly as vulnerable as the traditional Black Tanky Mage
Mage, so you’ll need to use your speed and range to your
advantage. Your Daggers will give you extra Brave dice, and Black Mages can’t be tough, right? Actually, they can! While
you should use them to stay as far away from Monsters as they’ll never be as hardy as a Boulder Knight or Oathbreaker,
possible. You’ll also be very vulnerable to ranged attacks, with the right build a Black mage can be very hard to kill!
including spells. Try to keep a Friend (or Monster) between The Tanky Mage build takes advantage of the Black Mage’s
yourself and Monsters with ranged attacks as often as built in protection against spells and expands by adding
possible. Hiding behind a tough friend like a Witch Hunter actual armor and focusing on protective magic!
or Oathbreaker and moving in and out of line of sight to
make Dagger attacks is a solid strategy. Because you won’t The Tanky Mage is an ideal build for Friends who have
have a staff you’ll be vulnerable to powerful spellcasters. higher than average Tough dice but still want to play a spell
Kill them first if you can. Clothes and other Items with Black caster. Here’s what we recommend for building this style of
Magic Protection or Mage Proof special dice may be worth Black Mage:
seeking out.
Core dice: Tanky Mage needs at least 2 Tough dice, and 3
A big advantage of the Dagger mage play style is that you is better. This means that when you create your Friend you
don’t HAVE to rely on spells to be effective. You have the want to choose Brat or Liar, or put your extra Core die into
option to be an effective attacker without using any magic, Tough (or preferably both). You don’t need to worry about
and save your powerful spells for when you need them. Most having more than your minimum number of Smart dice.
Black Mages know how awkward it can be to run out of
Hurt or Betray Friend spells half way through an adventure. Special dice: The Tanky Mage playstyle doesn’t revolve
The Dagger Mage can save those spells for when they need round Special dice as much as the Dagger Mage, but there
them! are still a few Special die you should absolutely invest in.
Roll and Cry both offer excellent protection. You can add
Last but not least, your selection of Combat and Bonus type Roll to your Tough dice when defending against an attack
Special dice means you can fight in close combat if you if you used your Action to Dash (move a second time) this
absolutely have to! turn. This rewards the Tanky Mage for being mobile and can
offer Heavy Armor levels of extra protection if you buy 3
dice. Cry lets the Tanky Mage roll their smart dice instead
of Tough against attacks. This can be super effective even if
you only have the minimum Smart dice, since you’ll always
be holding a Staff. Cry has some limitations though, but if
you use it successfully the Monster will target your Friends
instead of you!

Maniacal Laugh is an excellent Black Mage Solo Special


die with 2 neat effects. It lets Banking an Action count as
a success for the Action Chain, which means you can Bank
without worrying about failing a roll and breaking your
Actio Chain. If you chose not to move when you Bank your
Action Monsters will roll 1 less die against you on all rolls
until the end of the round. That may not sound like much,
but stacking that extra die with your Armor or Cry adds up
fast!

Black Mages aren’t usually built to take damage, so it’s not


surprising that they’ll want to dip into other Jobs to find
useful special dice. Patience is an excellent White Mage die
that you can add to EVERY roll if you were interrupted this
round. That means if you go early in the round and let a
Monster or Friend interrupt you you’ll be able to add your
Patience dice to every roll you make this round, including
Armor rolls!

Witch Courage is a Witch Special die that’s a great safety


net. Witch Courage allows you to reroll a failed attack or
defense roll if you rolled less than your opponent. Having a
second chance is always worth it!

16
Because the Tank Mage doesn’t need a ton of Special dice to How Tanky Mage works: Not every group of Friends will have
be effective you can afford to spend a few dice on Thump. a Witch Hunter or Oathbreaker, and sometimes that means
Thump is a shepherd special die that you can add to Strong the Black Mage has to protect themselves! The Tanky Mage
when making an attack with a Staff. Staffs don’t provide can stack Armor and other defence dice surprisingly well.
strong dice, and you’ll probably only have 1 to 2 Core Strong 2 Tough dice+Medium Armor+Shield lets the Tanky Mage
dice, so even a maxed out Thump attack isn’t super likely to roll 5 dice against attacks. If they have 3 Tough dice and
hit. But if you do hit a Monster with it that Monster won’t Medium Armor they’ll roll 7 dice! That’s a good start, but it
be able to attack during that round. This is a solid option gets better! Adding in Roll, Maniacal Laughter, Patience or
for dealing with aggressive Bruiser or Trickster Monsters with Big Shield gives you enough dice to defend against powerful
big attacks but weak armor. attacks. Every die counts!

Stuff: Black mages usually don’t have to worry about Armor, If your Armor is broken and your Shield is lost you can rely
but the Tanky Mage actually WANTS the best Armor they on Cry for protection instead. Cry usually isn’t as effective as
can get. And a good Shield! being fully armored, but its a solid back up plan as long as
you have your Staff in hand.
You’ll want to get the best Medium or Heavy (depending on
whether you have 2 or 3 Tough dice) Armor you can find. The Tanky Mage will have less Smart dice than the average
At Rank 2 Armor starts coming with Special dice, and you’ll Black Mage, so you’ll need to watch out for Monster spell
want to keep an eye out for any Armor that provides the casters. Your 3 Smart dice (the minimum of 1 when building
Special dice listed above. your Friend, plus 2 from your Black Mage Job) combined with
the Smart dice from your Staff will give you solid protection
A Shield is also essential. Shields only provide a single Armor against weaker Spell Casters. Stronger spell casters can very
die, but every little bit helps! Shields often come with the Big likely defend against your magic, so you’ll want to either
Shield Special die. This die allows you to roll 1 extra armor stack an Action Chain before you cast your spells against
die when using the Shield, but requires you to make a Core them, have another friend deal with them or invest in magic
Strong roll against a Challenge of 15 at the beginning of protection Special dice.
each round. If you fail you have to Bank your Action that
Turn. Since you’ll probably only have 1 or 2 Strong dice you Armor, Shield and Staff is only part of your protective arsenal.
won’t be able to make this roll. However, you can add Lift Your most effective defense against powerful Monsters is
special dice to this roll. So if you want to take advantage of your spells! Black Mages have access to a solid selection of
Big Shield either invest in Lift dice or find Clothing, Armor protective spells, and the Tanky Mage should use all of them!
or Staffs that provide Lift dice. And remember, if you fail the Fire Hat is the easiest spell to cast, causing a Monster to roll 1
Big Shield roll and have to Bank your action you can take less die on all Actions and catch Fire (which may cause them
advantage of the benefits of Maniacal Laugh! to lose their Action entirely). The less dice a Monster rolls
against you, the higher the chance you’ll survive, which
There are several Rare Armor and Shields that are worth makes Fire Hat a simple but effective defense spell.
getting if you can find them. Lookout for Fairystone Helmet
(Rank 2 Heavy Armor with Red Magic Protection), Ghost Scary Face is a little more difficult to cast, but offers fantastic
Oak Shield (Rank 1 Shield with Black Magic Protection), protection. The target Monster MUST move as far away from
Convincing Fairy Costume (Rank 2 light Armor with the the caster as possible, and can’t attack them or cast spells on
excellent Fatty Fat Fatty dice), The Black Casket (Rank 3 them. Invisible Cloak is a little tougher to cast and doesn’t
Heavy Armor that lets you lose Brave dice instead of Tough), offer quite as much protection, but its effects are ongoing.
Crosis Scale Shield (Rank 2 Shield that makes the user Every Monster that tries to take an Action against you only
immune to Fire) and the Boomshalla Hood (Rank X Clothes gets to roll half their Strong or smart dice (and can’t add
that lets you wear Armor as if you had 1 extra Tough die). weapon dice). Invisible Cloak is an excellent choice for a
first turn cast. Betray Friend offers the ultimate protection,
Because you invested in Tough dice instead of smart dice forcing a Friend to lose a Core die instead of you.
you’ll need a good Staff to help you cast spells and to protect
you from hostile spell casters. The extra smart dice are the Levitate and Swarm of Bats, new spells in this guide, also
Staff’s main benefit, but Rare Staffs also come with Special offer some solid defensive options.
dice, and any Staff that provides White, Black or Red Magic
Protection dice, or any of the dice listed above, is worth your Fighting as a Tanky Mage can be tricky. Your focus is on
time. You may be tempted to get a staff with a Combat staying no matter what. That may not seem like you’re
Special die, like Fight Dirty or Charge. These special dice can contributing much to the fight, but if you can stay alive you
be handy to have, but because your Staff doesn’t add any can find opportunities to cast powerful damaging spells like
strong dice to your attack and you’ll probably only have 1 Hurt, Death Curse and Explode. Even if you’re not casting
or 2 Strong dice of your own, using Combat Special dice is offensive magic you can waste Monsters time with your
mostly going to be a waste of time. solid defense, and contribute to the Action Chain by casting
easy spells like Fire Hat or simply using Maniacal Laughter
Look for Clothes or other items that let you carry extra Food, to Bank Actions. You may not cast as many big spells as
and make sure to have both Sushi and Berry Pie ready! a traditional Black Mage, but you’ll live longer, you’ll help
build more Action Chains and you’ll frustrate Monsters who
expect you to crumple after the first hit!

17
Research mages will find a wide variety of useful Special
dice in other heroic and Advanced Jobs. The Ghost Keeper’s
Spirit Talks die can be added to any non-combat roll against
Ghosts, and is perfect for talking to the dead to discover
their secrets. Investigate is a Witch Hunter die that can be
used to unlock the secrets of the living. Master Diffuser is a
Junk Hound die for unraveling traps and decoding puzzles. I
know about Vampires is only available to Vampire Hunters,
but for a Research Mage who needs to know everything
spending a few adventures hunting vampires may be worth
it! The Research Mage collects knowledge and expertise in
the same way a Soul Thief collects blades.

Some practical Special dice can benefit both the Research


Mage and their Friends. Traveller is a Shepherd Special dice
that reduces travel time between map squares, and is handy
for a Research Mage who wants to cross Yeld to visit ancient
libraries or lost universities. The Research Mage can also
help their Friends succeed at difficult Challenges using the
Freelancer’s Trailblazer die!

Research Mage
Blowing up Monsters with magic and getting into life and
death fights isn’t always what every Black Mage wants.
Some enjoy pursuing magic just for the sake of discovery and
learning. Research Mages pride themselves on being able to
solve any problem with their vast knowledge.

The Research Mage is a fun build for Friends who are more
interested in role playing, exploration or solving puzzles
than fighting . Here’s what we recommend for building this
style of Black Mage:

Core dice: Research Mage focuses on Smart dice, but can


absolutely benefit from an extra Brave and Tough die as
well.

Special dice: The Research Mage uses their knowledge to


seek out answers, overcome challenges and solve problems.
Collecting as many “I know about…” Special dice will
help them have the answer for any question! Similarly, the
Languages Special die guarantees the Research Mage will be
able to understand any magical texts, scrolls or runes they
discover.

Smell Magic is a handy die for discovering hidden magic and


magic users, Trade is great for haggling with vendors of rare
magical items and See in the dark is perfect for exploring
hidden ruins and sunken castles. Magical Research (found in
this guide) is a Chore Special die that lets the research Mage
produce Spell Scrolls once each adventure!

18
New Black
Mage Stuff
Here’s a selection of neat stuff for Black Mages (or anyone
else) to buy!
Perfect White Gloves
Black Magic corrupts, and even the most careful practitioners of
the dark arts have felt its subtle gravity. There is no proof that
wearing pure white gloves protects the mind and body from the
call of darkness, but many Black Mages invest in handwear of the
finest silk. Just in case.
Exotic Rank 2 Clothes item (Hands)
Benefits: + 2 Black Magic Protection during Summer and
Winter.
Extra Benefits: You may re-roll the results of a Magical
Backfire and keep the result you prefer.
Ringed Crook Cost: Can be found by rolling on the Heroic Treasure table or
Black Mages hang enchanted silver or gold rings from the crook
purchased from Misty Naoko for 2 reward dice or 15 Bones
of their staff. These rings vibrate whenever a monster is close.
Exotic Rank X Staff
Benefits: X+1 Smart
Extra Benefits: If a Monster moves to a space next to this
Friend on the Action Board and this Friend has not yet taken
their Action this Turn the Friend may choose to immediately
cast a spell. If they do so the Friend will not be able to take
an Action this turn.
Cost: Can be found by rolling on the Heroic Treasure table or
purchased from Misty Naoko for 3 reward dice or 20 Bones.

Designer’s note: The Ringed Crook’s extra benefit allows the


Friend to cast a spell the moment a Monster moves into a
square next to them. This means that if a Monster plans to
Move and then take an Action, the Friend will cast their spell
before that Action happens.
Special Issue Armored Mage Hat
In the days of the Old Kings, when Black Mages spread terror and
A Friend casting a spell this way can not benefit from the
destruction across Yeld, Witch Hunters would rely on amushes,
Action Chain (since they weren’t chosen by another Friend
attempting to kill black magic users with a single arrow to the
to follow them), but also won’t break an Action Chain.
head before they could cast their killing spells. Black Mages
responded with a simple innovation: an armored hat designed to
deflect arrows.
Exotic Rank 1 Armor
Benefits: + 1 Armor
Extra Benefits: When defending against a ranged attack,
after the attacker rolls their dice you may remove the die
with the highest result.
Cost: Can be found by rolling on the Heroic Treasure table or
purchased from Misty Naoko for 2 reward dice or 15 Bones

Impatient Blade
“Better the world suffer than I should suffer an inconvenience!”
Exotic Rank 2 Dagger
Benefits: +3 Brave, +1 Stubborn
Extra Benefits: If a Monster successfully interrupts this Friend
the Friend can add 1 extra die to their attacks with this
weapon or spells for the rest of this Turn.
Cost: Can be found by rolling on the Heroic Treasure table or
purchased from Misty Naoko for 2 reward dice or 15 Bones

19
Stories of darkness, shadows and sadness
Each spellbook is personal, with spells and notes transcribed by
hand. Some casters of Black Magic write stories in their spell books
as well. Dark and terrifying stories. When you find the spellbook
of a Black Mage, be careful how much you read! A simple story
may be your first step into the darkness!
Exotic Rank 2 Gear
Benefits: This gear item counts as a normal Black Magic
Spellbook.
Extra Benefits: If you fail to meet or beat the challenge
number of the Black Spell you are trying to cast you can
instead cast the Hurt spell on your target if your roll was 12
or more.
Cost: Can be found by rolling on the Heroic Treasure table or
purchased from Misty Naoko for 2 reward dice or 20 Bones

Study Snacks
Popular at the Royal University, these tasty snacks help sharpen
concentration and aid memorization.
Exotic Rank 1 Food item
Benefits: Roll 1 extra die to cast your next spell.
Extra Benefits: You do not need to hold a Spellbook or Scroll
to cast your next spell.
Cost: Can be purchased from shops during the Spring season
for Lots of Coins or from Misty Naoko for 1 Bone.

20

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