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THE BLUE MAGE

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) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Code:

Table 1-1: 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)
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 sorcerer’s 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.

Code:

TABLE 1-2: BLUE MAGE SPELLS/DAY


———————————Spells per Day———————————
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 — — — — — — — —
2nd 4 2 — — — — — — — —
3rd 4 2 1 — — — — — — —
4th 4 3 2 — — — — — — —
5th 4 3 2 1 — — — — — —
6th 4 3 3 2 — — — — — —
7th 4 4 3 2 1 — — — — —
8th 4 4 3 3 2 — — — — —
9th 4 4 4 3 2 1 — — — —
10th 4 4 4 3 2 2 — — — —
11th 4 4 4 4 3 2 1 — — —
12th 4 4 4 4 3 3 2 — — —
13th 4 4 4 4 4 3 2 1 — —
14th 4 4 4 4 4 3 3 2 — —
15th 4 4 4 4 4 4 3 2 1 —
16th 4 4 4 4 4 4 3 3 2 —
17th 4 4 4 4 4 4 4 3 2 1
18th 4 4 4 4 4 4 4 3 3 2
19th 4 4 4 4 4 4 4 4 3 3
20th 4 4 4 4 4 4 4 4 4 4

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 ([Lv x 5] + Int. Mod). 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/she 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

Epic Blue Mage

Code:

TABLE 1-3: THE EPIC BLUE MAGE


Blue Mage Level Special
21st Creature Magic +7
22nd Been there, Done that +11
23rd --
24th Been there, Done that +12, Creature Magic +8
25th Bonus feat
26th Been there, Done that +13
27th Creature Magic +9
28th Been there, Done that +14
29th --
30th Been there, Done that +15, bonus feat, Creature Magic
+10

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.

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