THE BLUE MAGE
by Ty Konzak

As the intense battle rages on, the party all
seeks cover behind the many support pillars in the
citadel. "You cannot hide from me forever!" cackles
the evil mage as he lobs yet another blast of the
eerily unfamiliar spell.
"What can we do?!" the cleric hollers, "That spell
is cutting through all of our defenses!"
Suddenly, the strange spellcaster, all clad in robes
of purest Azure, stands with an odd smirk on his
face. "What WE need is a spell like his!" He steps
quietly from behind his pillar, brandishing a
confident grimace.
"Fool!" the evil mage shouts as the blue hero is
struck squarely in the chest with yet another
mystery blast and knocked bleeding to the floor.
"You MORON!" the fighter bellows. "What we need is a
spell like his, not a dead mage!" The blue one only
laughs through his bloodied lips.
"What?" the rogue says, "Can you cast a spell that
can save us?"
With a silent smile, and a clenched fist, the Blue
robed mage mutters, "I can now..."
GAME RULE INFORMATION
Blue Mages have the following game statistics.
Alignment: Any.
Hit Die: d6.
Class Skills
The Blue Mage's class skills (and the key ability
for each skill) are Bluff (Cha), Concentration
(Con), Craft (Int), Knowledge (arcana) (Int),
Knowledge (dungeoneering) (Int), Knowledge (nature)
(Int), Knowledge (the Planes) (Int), Knowledge
(religion) (Int), Listen (Wis), Profession (Wis),
Spellcraft (Int), Spot (Wis), Use Magic Device
(Cha).
Skill Points at 1st Level: (4 + Int modifier)
Χ 4.
Skill Points at Each Additional Level: 4 +
Int modifier.
Table: The Blue Mage
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +0 +0 +2 Blue Magic, Indigo Infusion
2nd +1 +0 +0 +3 Been there, Done that (+1)
3rd +1 +1 +1 +3 Creature Magic (+1)
4th +2 +1 +1 +4 Been there, Done that (+2)
5th +2 +1 +1 +4 Azure Awareness
6th +3 +2 +2 +5 Been there, Done that (+3), Creature Magic (+2)
7th +3 +2 +2 +5 --
8th +4 +2 +2 +6 Been there, Done that (+4)
9th +4 +3 +3 +6 Creature Magic (+3)
10th +5 +3 +3 +7 Turquoise Efficiency, Been there, Done that (+5)
11th +5 +3 +3 +7 --
12th +6/+1 +4 +4 +8 Been there, Done that (+6), Creature Magic (+4)
13th +6/+1 +4 +4 +8 --
14th +7/+2 +4 +4 +9 Been there, Done that (+7)
15th +7/+2 +5 +5 +9 Improved Azure Awareness, Creature Magic (+5)
16th +8/+3 +5 +5 +10 Been there, Done that (+8)
17th +8/+3 +5 +5 +10 --
18th +9/+4 +6 +6 +11 Been there, Done that (+9), Creature Magic (+6)
19th +9/+4 +6 +6 +11 --
20th +10/+5 +6 +6 +12 Cerulean Reflection, Been there, Done that (+10)
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Class features
All of the following are class features of the Blue
Mage.
Weapon and Armor Proficiency: Blue Mages are
proficient with all simple weapons. They are not
proficient with any type of armor or shield. Armor
of any type interferes with a sorcerers gestures,
which can cause his spells with somatic components
to fail.
Use Magical Device: A Blue Mage's spell list
is considered to be the spells he/she knows.
Spells: The Blue Mage casts spontaneously, as
a Sorceror. His/her Charisma controls the level of
the spells he/she is able to cast, spells' saving
throw DCs, and bonus spells per day.
Spells Known: See Blue Magic.
Spells per day: Same as Wizard
Blue Magic (Ex): The only way a Blue Mage may
learn new spells is to experience them. A spell that
is saved for and the result is (Neg.), is not
counted as experencing the spell. Once affected, the
Blue Mage may make a Spellcraft check (DC 15+3 times
the spell's level) to learn it.
Spell Resistance totally blocks the spell from
reaching the Blue Mage. This is tantamount to not
being affected, even more to a point than saving
versus a (Neg.) spell. Under no circumstances may a
Blue Mage learn a spell that has been stopped by
Spell Resistance.
Spells cast through Blue Magic require a somatic
and/or verbal component as the original version of
the spell, but never require a divine focus or
material component worth less than 1 gp. (Material
focus components, such as for the Fire Seed or
Analyze Dweomer spells, or costly material
components as for Identify, are still required.)
The Blue Mage may also learn spell-like abilities,
provided that the spell like ability mirrors a
spell. For instance, if a creature can naturally
cast Fireball 3/day, the Blue Mage would be able to
learn this 3rd level spell. Spell-like abilities are
cast by the Blue Mage with components and casting
times equal to the sorceror/wizard (or a class
specified by the DM) spell duplicated. If a creature
ability does not duplicate a spell effect (such as
Mind Blast for an Illithid), the Blue Mage cannot
learn it.
A Blue Mage can know a number of spell levels equal
to five times his/her class level plus his/her
Intelligence modifier. For purposes of calculating
spells known, a 0-level spell counts as half of a
spell level. As long as he/she is conscious, a Blue
Mage may voluntarily forget a spell at as a move
action that does not provoke an attack of
opportunity.
If learning a spell causes the Blue Mage's spell
levels known to exceed his capacity, he must make a
Will save each round or lose 1 point of Wisdom for
each spell level known above capacity, beginning
with the round in which the spell is learned. The DC
for the save is equal to 10 plus the number of spell
levels above capacity. Wisdom lost in this way
persists until the Blue Mage's spell levels known
fall below his limit, at which point it may be
recovered naturally or magically. The DC for the
Will save increases by +1 for every consecutive
round.
A Blue Mage may only learn a number of spell levels
in a day equal to his/her level plus his/her Int
modifier. For instance, a 10th level Blue Mage with
an Int of 16, in one day, may learn a total of 13
spell levels. 0 level spells count as 1/2 for
purposes pertaining to this limit.
At first level, a Blue Mage may select 2 0-level
spells and 1 1st level spell, from any spell list.
Creature Magic (Ex): A Blue Mage possesses
the ability to sense inherent magical ability in
creatures. By observing a creature carefully, a Blue
Mage can identify magical or supernatural qualities
present in a creature. The Blue Mage must be able to
observe the creature for a full round. At the end
may receive the listed Creature Magic bonus to any
Knowledge check made for identifying creatures'
special abilities and/or vulnerabilities, per the
PHB listing of this skill (PHB 78). This bonus does
not apply to any other use of a Knowledge check, and
unlike most Knowledge checks, the Blue Mage may
retry the check (after spending another full round
observing the creature). The Creature Magic bonus,
which is a competence bonus, is equal to +1 at level
3, +2 at level 6, and increases by by +1 every three
levels thereafter (+3 at 9th level, +4 at 12th,
etc.).
If a Blue Mage successfully identifies a creature's
spell-like ability through the use of Creature
Magic, he/she receives a +2 insight bonus to his/her
Spellcraft rolls to learn that ability. This bonus
lasts for 1 minute per level.
Indigo Infusion (Su): A 1st level Blue Mage
has the ability to change any garment/equipment
he/she is wearing/wielding to the match his color
affinity. This takes 1 minute of undisturbed
concentration to complete. This change is not
permanent; when the item in question leaves the Blue
Mage's person or when the Blue Mage who infused it
chooses to dismiss the infusion, it returns to its
normal colour in 1d4 rounds. As an example of how
this looks, a Flametongue sword might be wreathed in
blue fire. This has no other effect than altering
the item's appearance.
The title "Blue Mage" (and the named abilities of
this class) only refers to the most common
spellcaster of this type; casters with other color
affinities exist and, though uncommon, are not rare.
(Color affinity is selected by the player when
Indigo Infusion is acquired, and my not be changed
thereafter. Nontraditional color selections are
under the purview of the DM.)
Been there, Done that (Ex): A Blue Mage of
2nd level gains a +1 competence bonus to a saving
throw against any spell he currently knows through
the Blue Magic ability. This bonus increases by +1
for every two additional Blue Mage levels (+2 at 4th
level, +3 at 6th, etc.).
Azure Awareness (Ex): Upon reaching 5th
level, the Blue Mage has become more sensitive to
the feel of magic. The Blue Mage may now learn a
spell even when its effect is negated by a
successful save. However, learning a negated spell
is more difficult, and the Spellcraft DC is 15+4
times Spell Level.
Turquoise Efficiency (Ex): The Blue Mage has
learned the art of thrift. Whenever a Blue Mage
learns a spell, he or she can conserve the energy
involved in its casting and gains a temporary spell
slot for the sole use of the spell just learned.
This spell slot is fleeting, and only remains for a
number of rounds equal to the Blue Mage's level
divided by 5.
Improved Azure Awareness (Ex): The Blue Mage
is now a conduit between magical and physical
existence. By interacting with a spell's effect for
1 round per spell level, the Blue Mage may attempt
to learn "passive" spells. Spells without targets,
such as Walls, Summoned Monsters, and Creation
spells may be learned through this method. The
Spellcraft DC for learning a spell in this way is 15
plus four times spell level (as a negated spell via
Azure Awareness).
Cerulean Reflection (Su): Whenever the Blue
Mage successfully counterspells a spell, it is
reflected full upon the caster. If the counterspell
is on a spell that normally could not affect its
caster, the spell is simply countered normally.
(Unlike the Arch-Mage ability, this does not take up
a permanent slot.)
Starting Age: as Sorceror
Starting Gold: as Sorceror
New Blue Feats
SAPPHIRE SCHOOL MASTERY [General]
Prerequisites: Azure Awareness
Benefit: Choose a school of magic
(Transmutation, Divination, etc). You gain a +2 to
Spellcraft checks involving that school. You may
also attempt to learn passive Blue Magic spells of
that school as though you possess Improved Azure
Awareness.
Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take
the feat, it applies to a new school of magic. This
feat overlaps (does not stack with) the Improved
Azure Awareness class ability (though the Spellcraft
bonus still applies).
FLEXIBLE MIND [General]
Prerequisites: Blue Magic, Combat Reflexes
Benefit: Your grasp of blue magic is like
second nature; spell knowledge flows easily through
your mind. Forgetting one of your spells known may
be performed as a free action, as a Quickened spell,
even at the very instant a new spell is learned via
the Blue Magic class ability (thus potentially
avoiding Wisdom loss due ot being over limit).
Normal: Forgetting a spell requires a move
action.
Special: Note that under normal
circumstances, only one Quickened spell may be cast
per round; using this feat counts against this
restriction just as though the caster had cast a
Quickened spell.
IMPROVED BLUE LEARNING [General]
Prerequisites: Blue Magic
Benefit: The maximum number of spell levels
per day that you can learn increases by 3.
Special: A character may gain this feat
multiple times. Its effects stack.
COBALT FORTITUDE [General]
Prerequisites: Azure Awareness
Benefit: You get a +2 bonus on Fortitude
saving throws against spells and spell-like effects.
Special: This bonus stacks with Great
Fortitude. This bonus is only against spells and
spell-like effects.
BLUING INSTINCT [General]
Prerequisites: Azure Awareness
Benefit: You get a +2 bonus on Reflex saving
throws against spells and spell-like effects.
Special: This bonus stacks with Lightning
Reflexes. This bonus is only against spells and
spell-like effects.
POWER TO BURN [General]
Prerequisites: Endurance, Ability to cast
Arcane spells spontaneously, Int 13, Cha 13
Benefit: You can cast one of your spontaneous
spells using a lower level spell slot than would
normally be required for that spell, including any
Metamagic effects. The spell's level remains the
same. Other requirements must still be met
(knowledge of the spell, sufficiently high casting
stat).
For each level the slot is below the required level,
you take 1d6 Intelligence damage and 1d6 Charisma
damage. (This damage takes place after the
resolution of the spell, and thus does not affect
spell DCs, and cannot be healed by the spell cast.)
If either Intelligence or Charisma is reduced to 0
by this damage, the shock to your system is
immediately fatal unless you succeed at a Fortitude
save, DC = 10 + 5 times the number of spell levels
exceeded.
Normal: You can only use a spell slot to cast
a spell of equal or lower level.
Epic Blue Mage
The Epic Blue Mage retains the same HD and skill
progression and continues to advance in the Been
There Done That and Creature Magic abilities. The
Epic Blue Mage also gains a bonus feat at 25th
level, and every 5 levels after that, chosen from
the Sorcerer list, (minus the Familiar-based ones),
and the new Epic Feats listed below.
Under no circumstances can a Blue Mage learn Epic
spells through Blue Magic. The Blue Mage must take
the Epic feat "Epic Blue Spellcasting" and/or learn
Epic spells normally.
New Blue Epic Feats
EPIC BLUE SPELLCASTING [Epic]
Prerequisites: Ability to cast 9th level
spells, 27 Ranks in Spellcraft, 27 Ranks in
Knowledge: Arcana, Epic Spellcasting, Blue Magic
class ability.
Benefit: When an Epic spell is cast upon you,
you may attempt to partially learn it. The DC for
this is equal to 15 + Spellcraft DC of the spell.
This patially learned spell takes up ten spell slots
until it is either forgotten or researched. A
partially learned spell may not be cast, but only
requires half as much time, gold, and experience to
research as would normally be required for that Epic
spell.
Normal: You may not learn Epic spells through
the Blue Magic ability.
INCREASED BLUE KNOWLEDGE [Epic]
Prequisite: Ability to cast 9th level spells,
Blue Magic class ability.
Benefit: The limit on the total amount of
spell levels the Blue Mage may know increases by 10.
Normal: A BM may know a number of spell
levels equal to his/her class level times five, plus
Int modifier.
Special: This feat may be taken more than
once. Its effects stack.
HEIGHTENED INDIGO INFUSION [Epic]
Prerequisite: Indigo Infusion Class ability
Benefit: Using the Indigo Infusion ability is
now a free action. Additionally, all
spells/spell-like abilities you can cast may take on
your color, which giving them a +8 DC to identify
with spellcraft checks unless the one making it is a
blue mage himself (regardless of color affinity).
The Blue mage can choose when casting a spell wether
he chooses to use this ability or not, at no
additional casting time cost. He can also use this
ability on spell effects produced by magic items as
a free action; a Wand of fireball could shoot a blue
fireball, and have a +8 DC to identify it.
Normal: Indigo Infusion only affects worn
equpiment.
BLUE MIMICRY [Epic]
Prerequisite: Ability to cast 9th level
spells, Blue Magic class ability, Spellcraft Ranks
25.
Benefit: You may now learn spells with
certain metamagic effects applied to them. For Blue
Magic considerations, the spell is considered to be
the level of the slot expended by the original
caster (so a Maximized Fireball is a 6th level
spell). The only Metamagic effects that are
learnable in this way are ones that change the
numeric data of the spell. Heighten, Maximize,
Empower, Extend, and Energy Admixture are examples
of this. Quicken, Still Spell, Silent Spell, Twin
Spell, Repeat Spell and the like are not learnable
through Blue Mimicry. If a spell has both types of
metamagic applied to it, those effects not
applicable are ignored, and the spell level is
adjusted as necessary. For example, a Maximized,
Stilled Fireball Heightened twice costs its caster a
ninth level spell slot (3+3+1+2) but is learned and
cast by a Blue Mage as an eighth level spell
(3+3+2).
Normal: A spell learned with Blue Magic is
learned as the base spell.
Special: Since the spell is learned with the
metamagic feat already in place, it does not take a
full-round action to cast. Normal rules for applying
metamagic apply (Empower and Maximize do not affect
each other, etc.); see the metamagic feat
descriptions for more specific information.
EXTENDED AZURE AWARENESS [Epic]
Prerequisites: Blue Magic and Improved Azure
Awareness class abilities, Spellcraft 24 ranks, one
of the following; Alertness feat, Blindfight feat,
or Uncanny Dodge class ability.
Benefit: You may use the Blue Magic ability
to learn spells or spell-like abilities taking
effect up to 5 feet away at a penalty of -5 to your
Spellcraft check. As with other spells a blue magic
user is not directly affected by, the DC to learn
the spell is 15+4 times the level of the spell to be
learned.
Normal: You must directly interact with a
magical effect to learn it.
Special: This feat can be taken multiple
times. Each time this feat is taken, it increases
the distance a spell can be learned from by 5 feet.
When this ability is used, a penalty of -5 for each
5 feet between you and the effect applies. Turquoise
Efficiency may not be used in conjunction with this
feat.
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