At 2nd level, and every even level afterwards, the Black Mage may select one Onyx Talent. Each talent can only be selected once unless specified afterwards.
Arcane Gift
Instead of discharging a spell directly, for an additional MP, you may bestow the spell onto an allies weapon. For a number of rounds equal to the Black Mage's intelligence modifier, the spell lingers. Whenever the gifted weapon connects with an attack, the wielder can discharge the spell, resolving as if the original spell had hit 1 over the target's AC, and resolving normally otherwise
Practiced Metamagic
The Black Mage may select one of their Metamagic feats. The selected Metamagic feat may then be used once per day without increasing MP costs. This feat may be taken more than once. Each time, a different feat must be selected.
Prerequisite: 1 Metamagic Feat
Onyx Fighter
The Black Mage counts his Black Mage levels as Fighter levels for the purposes of meeting the prerequisites for feats that specifically select his spells, such as Weapon Specialization (ray). The black mage treats his spells as weapons for the purposes of taking feats like Improved Critical, or using feats like Arcane Strike.
Magical Artisan
The Black Mage may take an item creation feat. They must meet the prerequisites of the item creation feat. This talent can be taken multiple times, to a maximum of 1 per 5 levels in Black Mage.
Prerequisite: Black Mage Level 5.
Familiar
The black mage forms a powerful bond with a familiar. A familiar is a magical pet that enhances the black mage’s skills and senses and can aid him in magic. See this link for more information on familiars, substituting the Black Mage’s Black Mage levels in place of wizard levels.
Knowledge Is Power
The black mage’s understanding of physical forces gives him power over them. He adds his Intelligence modifier on combat maneuver checks and to his CMD. He also adds his Intelligence modifier on Strength checks to break or lift objects.
Magical Expertise
The Black Mage may take a metamagic feat. They must meet the prerequisites of the metamagic feat. This talent can be taken multiple times, to a maximum of 1 per 5 levels in Black Mage.
Prerequisite: Black Mage Level 5.
Ritual Lore
The black mage is privy to the rituals of the occult. He gains Practiced Ritualist as a bonus feat without needing to meet the prerequisites. In addition, he can apply the benefits of the feat to Spellcraft checks in order to tap into leylines for a ritual.
Aetheric Dispelling
The Black Mage learns to pull on his extra reserves to remove magic. He may spend Aetherial MP in place of normal MP to cast Dispel.
Prerequisite: Dispel spell
Aetheric Counterspell
The Black Mage learns to pull on his extra reserves to remove magic. He may spend Aetherial MP in place of normal MP to cast Counterspell.
Prerequisite: Aetheric Dispelling, Dispel Spell, Counterspell Spell
Staff-Like Wand
The black mage’s research has unlocked a new power in conjunction with using a wand. Similar to using a magic staff, he uses his own Intelligence score and relevant feats to set the DC for saves against spells he casts from a wand, and he can use his caster level when activating the power of a wand if it’s higher than the caster level of the wand.
Prerequisite: He must have the Craft Staff feat to select this talent.
Poison Expertise
Whenever the Black Mage inflicts the poisoned condition on a target using a Black Mage spell, it is also sickened for the duration of that poison. - Contributed by Rei'sen
Contagious Debilitation
Once per turn, when a target fails a saving throw against an Enfeebling spell that affects a single target, the Black Mage may cast that same spell again as part of the same action on another target within 30 feet. The Black Mage must still spend MP for the second casting as normal. - Contributed by Rei'sen
Requirement: Black Mage Level 5
Ribbon Cutter
When the Black Mage fails to inflict a condition with a Black Mage spell due to the target being immune, they may spend MP equal to that spell's base cost. The target then must save against the spell. On a failed save, the target gains a penalty to attack rolls, AC and its save DCs equal to the Black Mage's Intelligence Modifier for 1 round per 4 Black Mage levels (minimum 1). - Contributed by Rei'sen
Prerequisites: Black Mage Level 6
Dark Dread
If the Black Mage inflicts shadow damage to one or more targets with a Black Mage spell, each target must make a Will saving throw or be shaken for 1 round per die of damage dealt by the spell. - Contributed by Rei'sen
Fire Control
Whenever the Black Mage casts a fire spell that targets an area, each square affected burns for a number of rounds equal to the Black Mage's Intelligence modifier, unless it is fireproof. Each creature that enters the fire or starts its turn there takes fire damage equal to the Black Mage's caster level and must make a Reflex save or catch on fire, taking 1d4 fire damage each turn until the fire is put out. The damage from entering or staying in the area can only damage a creature once per round. This fire can also burn down combustible objects and structures. - Contributed by Rei'sen
Prerequisite: The Black Mage must know the Fire spell
Water Control
Whenever the Black Mage casts a water spell that targets an area, each square and target affected is drenched for a number of rounds equal to the Black Mage's Intelligence modifier. Drenched creatures have a penalty to saving throws and AC against attacks that deal electricity or ice damage. Whenever a creature moves onto a drenched square, unless it levitates or flies, it must make a Reflex saving throw or fall prone. If it passes the save, it is immune to this effect for 1 round. - Contributed by Rei'sen
Prerequisite: The Black Mage must know the Water spell
Ice Control
Whenever the Black Mage casts an ice spell that targets an area, each square affected is surrounded by a powdery fog for a number of rounds equal to the Black Mage's Intelligence modifier. This fog provides light concealment (20%) and reduces all fire damage taken inside by the Black Mage's caster level. - Contributed by Rei'sen
Prerequisite: The Black Mage must know the Blizzard spell
Lightning Control
Whenever the Black Mage casts a lightning spell that deals damage to one or more creatures, they may make a Disarm combat maneuver against any amount of those creatures, using their Intelligence modifier in place of their Strength modifier and their Black Mage level in place of their Base Attack Bonus. A target has a -4 circumstance penalty on its CMD if its held item is made of metal. - Contributed by Rei'sen
Prerequisite: The Black Mage must know the Thunder spell
Earth Control
Whenever the Black Mage casts an earth spell that targets an area, each square affected is covered in gravel and debris for a number of rounds equal to the Black Mage's Intelligence modifier. The affected area is treated as difficult terrain. Furthermore, any creature that falls prone in this area takes earth damage equal to the Black Mage's caster level. - Contributed by Rei'sen
Prerequisite: The Black Mage must know the Stone spell
Wind Control
Whenever the Black Mage casts a wind spell that deals damage to one or more creatures, they may make a Bull Rush combat maneuver against any amount of those creatures, using their Intelligence modifier in place of their Strength modifier and their Black Mage level in place of their Base Attack Bonus. If the Bull Rush is successful, the Black Mage may move the target in any horizontal direction. - Contributed by Rei'sen
Prerequisite: The Black Mage must know the Aero spell





