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Blue Mage Blue Mage Class Features

I Know That Trick


You have a +2 bonus to your defenses against any power or
monster attack that you currently are able to use.

Blue Magic Capability


Each time you take a short rest, you may replace a power
known with a power learned through an enemy skill power
permanently. Powers can only be replaced with other powers
with the same use, encounter for encounter and daily for
encounter powers with a recharge. You may only use this
ability on powers learned from enemies. Powers not replaced
this way are lost the beginning of the next encounter.

Book of Spells
Each time you take a short rest, you may scribe a skill learned
from an enemy into your spellbook. When you take an
extended rest, you may replace a power known with a power
in your spellbook permanently. Each spell scribed into your
spellbook takes 1 page. Your spellbook has 20 pages and you
may never have more than 1 book of spells.

Master of Many Skills


You are accomplished in the art of Blue Magic, stealing the
powers and abilities from your enemies and allies alike.
Master of Many Skills encompasses multiple powers.
Regardless of how many different uses for Master of Many
Skills, you may only use this feature a number of times per
day equal to your Wisdom modifier.

Role: Controler
Power Source: Arcane
Key Abilities: Charisma, Intelligence, Strength

Armor: Cloth, Leather, Hide


Weapon Proficiencies: Simple Melee, Simple Ranged
Bonus to Defense: +1 Reflex, +1 Will

Hit Points at 1st level: 12 + Constitution score


HP per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Trained Skills: From the list below, choose four.


Arcana, Athletics, Bluff, Dungeoneering, Nature,
Perception, Religion, Streetwise

Build Options: Blue Warrior, Blue Wizard


Class Features: Blue Mage Tactics, Blue Magic Capability,
Book of Spells, I Know That Trick, Master of Many Skills,
Vast Knowledge
Mastery of Many Skills: Skill Talent New Keyword - Enemy Skill
Witnessing your foe using his powerful attack, you When using a skill with this keyword, you typically gain the
manipulate the magic around you to duplicate it. use of an ability that targeted you. If the ability is an at-will,
you use it as an at-will. If it an encounter power without a
At-Will * Arcane, Enemy Skill
Immediate Reaction Personal recharge, you use it as an encounter power. If the ability is
an encounter power with a recharge or a daily power, you
Prerequisite: You must have successfully identified the type
of creature using the attack. gain the use of the power as an encounter power with
recharge or a daily as appropriate. In the case of a power
Trigger: You are stuck by an encounter or at-will power, or
are adjacent to a enemy using an encounter or at-will power. with recharge, it is expended like a daily and will only
recharge for the duration of the encounter you first use it in.
Effect: Make a skill check using the skill associated with the -----When using a power stolen in this manner, you use the
triggering creatures type. The DC for this check is 20 + 1/2 same attack bonus as the monster, modified only by
the creatures level. Add +1 to the DC for every 10 levels the temporary adjustments such as a power bonus to hit or
creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on Combat Advantage.
this check, you may use the power that triggered it until you -----A stolen power occupies the same "slot" as the power
use this power again. that learned it. If you have the power Encounter Talent and
you capture an eldarin's Fey Step, you may use Fey Step this
Mastery of Many Skills: Daily Talent encounter as an encounter power.

As your foe unleashes his most powerful ability, you are


studying it, ready to unleash it yourself. At-Will Spells
Daily * Arcane, Enemy Skill
Immediate Reaction Personal Mystic Blast Attack 1
Prerequisite: You must have successfully identified the type Gathering your magic, you launch an assault of your foe
of creature using the attack.
from a distance.
Trigger: You are stuck by an encounter power with a
recharge or by a daily power, or are adjacent to a creature At-Will * Arcane, Implement
using an encounter recharge power or daily power. Standard Action Range 10
Effect: Make a skill check using the skill associated with the Target: 1 creature
triggering creatures type. The DC for this check is 25 + 1/2 Attack: Charisma vs. Reflex
the creatures level. Add +1 to the DC for every 10 levels the Hit:2d4 + Charisma modifier damage.
creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on
this check, you may use the power that triggered it until you -----Increase to 4d4 + Charisma modifier damage at 21st
use this power again. level.
-----Special: This counts as a ranged basic attack.
Implements You may add any elemental keyword power used by and
You are able to use wands, rods, and staffs as implements. enemy on a target within 5 squares of you since your last
turn.
Vast Knowledge
When making a skill check to identify an enemy, you gain a
+2 bonus to the check. This increases to +4 at 11th level, and Lightning Burst Attack 1
+6 at 21st level. You unleash a blast of thunder to clear your path.
Blue Mage Tactics: At-Will * Arcane, Implement, Lightning
You get to chose one of the following tactics. Standard Action Burst 1 within 5 squares
Target: All creatures in the burst
● Blue Warrior: You gain proficiency with one Attack: Charisma vs. Fortitude
military weapon of your choice and a +1 bonus to hit Hit: 1d6 + Charisma modifier damage and the target
with one simple or military weapon of your choice. suffers a -1 penalty to attack rolls until the end of your
next turn.
● Blue Wizard: You have the ability to use the wizard
cantrips Light and Mage Hand. -----Increase to 2d6 + Charisma modifier at 21st
level.
Mystic Strike Attack 1 1st level Daily Spells
With a quick spell, you imbue your weapon with a small
bit of magic to enhance it's accuracy. Double Slash Attack 1
At-Will * Arcane, Weapon You use your magic to speed your weapon, enabling you
Standard Action Melee or Ranged Weapon to attack twice as fast.
Target: 1 creature
Daily * Arcane, Weapon
Attack: Strength +1 vs. AC (Melee) or Dexterity +1 vs.
Standard Action Melee or Ranged weapon
AC (Ranged)
Target: One or two creatures
Hit: 1[W] + Strength modifier (melee) or Dexterity Attack: Strength +2 vs. AC (Melee) or Dexterity+2 vs.
modifier (ranged) damage. AC (Ranged)
-----Increase to 2[W] + Strength modifier at 21st level.
Hit: 1[W] + Strength modifier damage and the target
suffers a -2 penalty to AC (save ends).
Shockwave Strike Attack 1
Miss: Half damage
With a swing of your weapon, you throw your foes
backwards.
Trine Attack 1
At-Will * Arcane, Weapon, Thunder
You unleash an expanding circle of electricity from
Standard Action Close Blast 2
yourself.
Target: All creatures in the blast
Attack: Strength vs. AC Daily * Arcane, Implement, Lightning
Standard Action Close Burst 3
Hit: 1[W] and push the target a number of squares equal
Target: Each creature in the burst
to your Intelligence modifier.
Attack: Charisma vs. Reflex
-----Increase to 2[W] at 21st level.
Hit: 3d6 + Charisma
Miss: Half damage
1st Level Encounter Spells
Flash Attack 1
2nd Level Utility Spells
You unleash a blinding flash of light. Elemental Ward Utility 2
Encounter * Arcane, Implement You just manage to erect a ward in time to protect
Standard Action Close Burst 5 yourself from an attack.
Target: All creatures in the burst
Attack: Charisma vs. Fortitude Encounter * Arcane
Immediate Interrupt Personal
Hit: 1d10 + Charisma damage and the target is blind until Trigger: You are struck by an attack with the fire, cold,
the end of your next turn. lightning, thunder, or acid keyword.
Effect: You gain resistance to the triggering damage type
Thundering Attack Attack 1 equal to your Charisma modifier until the beginning of
You enhance your weapon with the power of thunder your next turn. If the power has multiple damage types,
before you attack. you gain resistance to one of them.
Encounter * Arcane, Weapon, Thunder
Standard Action Melee or Ranged Weapon
Target: 1 creature
Attack: Strength vs. AC (Melee) or Dexterity vs. AC
(Ranged)
Hit: 1[W] + Strength (Melee) or Dexterity (Ranged)
modifier thunder damage and the target is knocked prone
"Blue is the color of monster's blood, and
and pushed 1 square. the color of our future. Assuming we have a
future..."
- From the diary of an Immortal
Just Close Enough Utility 2 Shocking Blade Attack 3
With a sudden teleport, you jump adjacent to an enemy You channel lightning through your weapon
so you can duplicate his ability.
Encounter * Arcane, Lightning, Weapon
Encounter * Arcane, Teleportation Standard Action Melee or Ranged Weapon
Immediate Interrupt Personal Target: One creature
Trigger: A creature within 3 squares makes an attack, or Attack: Strength vs. AC (Melee) or Dexterity vs. AC
uses an at-will power or encounter power. (Ranged)
Effect: You may teleport up to three squares, and must Hit: 2[W] + Strength (Melee) or Dexterity (Ranged)
end adjacent to the triggering creature. You may make a lightning damage
skill check using the skill associated with the triggering
-----Secondary Attack: Strength vs. Fortitude (Melee) or
creatures type. The DC for this check is 25 + 1/2 the
Dex vs. Fortitude (Ranged)
creatures level. Add +1 to the DC for every 10 levels the
creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed -----Hit: The target is dazed until the end of your next
on this check, you may use the power that triggered this turn.
power until the end of your next turn.
5th Level Daily Spells
Skill Duplication Utility 2
With a touch, you steal knowledge from your target, Defenseless Blow Attack 5
allowing you to be as capable as they are. With a single attack of your enhanced weapon, you
Encounter * Arcane, Enemy Skill obliterate your opponent's ability to defend himself.
Minor Action Adjacent creature Daily * Arcane, Weapon
Attack: Charisma vs. Will Standard Action * Melee or Ranged weapon
-----Special: A willing target is automatically affected by Target: One creature
this power. Attack: Strength vs. AC (Melee) or Dexterity vs. AC
Hit: Pick one of the target's skill modifiers. You may use (Ranged)
modifier in place of your own for your next skill check Hit: 2[W] + Strength (Melee) or Dexterity (Ranged)
using that skill modifier damage and the target suffers a -2 penalty to AC
. (save ends).
3rd Level Encounter Spells -----Blue Warrior: The penalty to AC is equal to your
Intelligence modifier (save ends).
Flame Thrower Attack 3 Miss: Half damage and the target suffers a -2 penalty to
You unleash a blast of flame towards your foes. AC until the end of your next turn.
Encounter * Arcane, Fire, Implement
Standard Action Close Blast 3 Mind Blast Attack 5
Target: All creatures in the blast. Picking your target, you unleash a blast of psychic
Attack: Charisma vs. Reflex energy to disable your foe.
Hit: 1d8 + Charisma modifier damage and the target Daily * Arcane, Implement
suffers ongoing 5 fire damage (save ends) Standard Action Range 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier damage and the target is
stunned (save ends) and slowed (save ends).
-----Blue Wizard: Deal an extra 1d8 damage and the
target is slowed (save ends) and stunned (save ends).
Miss: Half damage and the target is slowed until the end
of your next turn.
6th level Utility Powers 7th Level Encounter Powers
Arcane Vitality Utility 6 Aqua Breath Attack 7
You channel your power into yourself to restore your You open your mouth and unleash a wave of water to
ability to fight on. throw your foes back.
Daily * Arcane, Healing Encounter * Arcane, Implement
Standard Action Personal Standard Action Close Blast 5
Targets: All creatures in the blast
Effect: You may spend a healing surge. Add your
Attack: Charisma vs. Reflex
Charisma modifier to the damage healed.
Hit: 2d6 + Charisma modifier damage and the target is
pushed 3 squares.
Big Guard Utility 6
------Secondary Attack: Charisma vs. Fortitude
Channeling your power, you provide your allies with a
magical defense. ------Hit: The target is knocked prone.
Daily * Arcane
Standard Action Close Burst 5 Flashing Blade Attack 7
Target: You and all allies within the burst.
Channeling radiant energy through your blade, you blind
Effect: All allies within the burst gain a +2 bonus to your opponent as your attack.
defenses and Resist 5 all until the end of the encounter.
Encounter * Arcane, Weapon, Radiant
Standard Action Melee or Ranged weapon
Scan Utility 6 Target: One creature
Attack: Strength vs. AC (Melee) or Dexterity vs. AC
With a quick spell you are able to learn what attacks your
(Ranged)
foe is capable of.
Hit: 1[W] + Strength (melee) or Dexterity (ranged)
Encounter * Arcane
radiant damage and the target is blinded until the end of
Minor Action Range 10
your next turn. (save ends)
Target: One creature
Effect: You know all power available to the targeted
creature. You gain a +2 bonus on skill checks made to 9th Level Daily Power
learn powers from this creature.
Aero Attack 7
Warded Mind Utility 6 You unleash a small tornado upon your enemies.
You ward your mind just in time to protect you from an Daily * Arcane, Implement
attack Standard Action Range 10 Burst 1
Encounter * Arcane Target: All creatures in the burst
Immediate Interrupt Personal Attack: Charisma vs. Reflex
Trigger: You are hit by an attack against your Will Hit: 3d8 + Charisma modifier damage and the target is
defense. pushed 1 square from the center of the burst.
Effect: You gain a +2 bonus to your Will defense against -----Blue Wizard: The target is instead pushed 2 squares.
the triggering attack.
Miss: Half damage
-----Blue Wizard: Half damage and the target is pushed 1
square.

A fire to fight a fire...


A thief to catch a thief...
A beast to kill a beast...
- The Scriptures of Balrahn
Shifting Tide of Battle Attack 7 13th Level Encounter Spells
You strike at all nearby foes, using wind to push them
where you need them to be. Black Blade Strike Attack 13
Daily * Arcane, Weapon You channel the power of death through your weapon
Standard Action Close Burst 1 before you attack.
Target: All creatures in the burst
Encounter * Arcane, Weapon, Necrotic
Attack: Strength vs. AC
Standard Action Melee or Ranged Weapon
Hit: 2[W] + Strength modifier damage Target: One creature
-----Blue Warrior: You may slide the target 1 square. Attack: Strength vs. Fortitude (Melee) or Dex vs.
Fortitude (Ranged)
Hit: 1[W] + Strength modifier necrotic damage and the
10th Level Utility Powers target takes ongoing 5 necrotic damage (save ends)
-----Blue Warrior: You deal an additional 1[W] damage
Borrowed Strength Utility 10
and the ongoing damage is 10 (save ends).
You touch your ally and healing energy flows between
you.
Sour Mouth Attack 13
Daily * Arcane, Healing
You open your mouth an exhale a sickly burst of air that
Minor Action Melee Touch
cripples those before you.
Effect: You can give the touched ally up to three of your
Encounter * Arcane, Implement, Poison
healing surges, and they may immediately use one of
Standard Action Close Blast 3
them or the touched ally can give you up to two healing
Target: All creatures in the blast
surges and you may immediately use one of them.
Attack: Charisma -2 vs. Fortitude, Reflex, and Will
-----Blue Wizard: You gain a +2 bonus to hit.
Reactive Teleport Utility 10
Hit (Fortitude): 1d6 + Charisma modifier poison
After getting struck, you teleport away to protect yourself damage and the target takes ongoing 5 poison damage.
from further injury.
Hit (Reflex): 1d6 + Charisma modifier damage and the
Daily * Arcane, Teleportation target is immobilized (save ends).
Immediate Reaction Personal
Hit (Will): The target is dazed (save ends) and makes a
Trigger: You are struck by an attack.
basic attack against an adjacent ally.
Effect: You teleport your speed.

15th Level Daily Spells


Taste Some of Your Own Medicine Utility 10
Seeing your ally in danger, you swap places with him and Beta Attack 15
take the attack, before reversing it towards your foe.
You let your inner power explode outward, incinerating
Daily * Arcane, Teleportation, Enemy Skill everything within range.
Immediate Interrupt Range 6 squares
Trigger: An ally within range is hit by an attack Daily * Arcane, Implement, Fire
Standard Action Close Burst 5
Effect: You and the ally swap places and you are Target: All creatures in the burst
automatically hit by the attack. You may make a skill Attack: Charisma vs. Reflex
check using the skill associated with the triggering
creatures type. The DC for this check is 20 + 1/2 the Hit: 6d6 + Charisma modifier fire damage and the target
creatures level. Add +1 to the DC for every 10 levels the suffers ongoing 5 fire damage (save ends).
creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed Miss: Half damage and no ongoing damage.
on this check, you may use the power immediately,
targeting the creature that triggered this attack.
Frost Strike Attack 15 Mighty Guard Utility 16
With a single hit, your freeze your opponent in a solid You erect a powerful set of defenses for your allies.
block of ice.
Daily * Arcane
Daily * Arcane, Cold, Weapon, Conjuration Standard Action Close Burst 5
Standard Action Melee Target: You and all allies in the burst.
Target: One creature
Effect: All targets gain a +2 bonus to defenses, +1 speed,
Attack: Strength vs. Reflex
and Resist 5 All until the end of the encounter.
Hit: 1[W] + Strength modifier cold damage.
-----Effect: You conjure a block of ice that fills the
Pearl Wind Utility 16
opponents square until the end of your next turn. The
target is immobilized and can't make attacks. Creatures You unleash a healing wind to aid your allies
outside the block cannot attack the target, and the sphere Encounter * Arcane, Healing
blocks objects and creatures attempting to pass through it. Standard Action Close Burst 5
-----The block is automatically hit by attacks, has 100 HP, Target: All allies in the burst
and has Vulnerable Fire 5.
Effect: You spend a healing surge and all targets regain
-----Sustain Minor: If your attack was successful, you HP equal to your healing surge value + your Charisma
can maintain the sphere. It deals cold damage equal to modifier.
your Strength modifier.
Miss: 1[W] + Charisma modifier damage and the target is Rippler Utility 16
immobilized (save ends).
You reflect your foes effect right back at him.

16th Level Utility Spells Encounter * Arcane


Immediate Interrupt Personal
Trigger: You would be affected by a status effect or
Borrowed Defense Utility 16 ongoing damage.
Reaching out, you simply borrow somebody’s defenses. Effect: You are not affected by the status effect and
Encounter * Arcane instead inflict the status effect on the triggering opponent.
Minor Action Range 5
Target: One creature.
Attack: Charisma vs. Will
17th Level Encounter Spells
-----Special: A willing target may allow this target to
automatically hit. Laser Attack 17
Effect: You duplicate one of the creatures special You fire a highly concentrated blast of magical energy at
defenses, such as resistance to a damage type or your foe.
immunity to a damage type. Encounter * Arcane, Implement
Standard Action Range 5
Libra Utility 16 Targets: One creature
Attack: Charisma vs. Reflex
Weaving a symbol in the air, you gain instant
understanding of your targets capability. Hit: 3d6 + Charisma modifier damage.
Daily * Arcane -----Blue Wizard: You instead deal 4d6 + Charisma
Minor Action Ranged 10 modifier damage.
Target: One creature
Effect: You know everything there is to know about the
targeted creature, including it's current HP. You gain a +2
bonus to skill checks to learn powers from this monster.
Sustain Minor: You may sustain this power until the end
of the encounter. Each time your sustain this power, you
may choose a new target for it.
Revenge Attack 17 22nd Level Utility Spells
Focusing on the punishment you've taken, you unleash a
similar fury upon your foe. Angel Whisper Utility 22
Encounter * Arcane, Weapon, Reliable You bestow a gift of life upon a nearby ally.
Immediate Interrupt Melee Weapon
Daily * Arcane, Healing
Trigger: You are struck by a melee attack.
Immediate Reaction Range 10
Attack: Strength vs. AC
Trigger: An ally within 10 squares is reduced below 0 HP
-----Blue Warrior: you gain a +2 bonus to hit.
or died within the last 3 rounds.
Hit: 1[W] + Charisma modifier damage and the target
Effect: The target is restored to life. They lose up 4
takes psychic damage equal to the amount of HP you are
healing surges (Or all of them if they have less
missing.
remaining), regain full HP, and are cured of all ongoing
status effect.
19th Level Daily Spells
I'll take That Utility 22
Aero 2 Attack 19
You teleport across the battle field just in time to learn
You unleash a tornado upon your enemies. your newest attack.
Daily * Arcane, Implement Encounter * Arcane, Teleportation
Standard Action Range 10 Burst 2 Immediate Interrupt Range 10
Target: All creatures in the burst Trigger: An ally is struck by an attack.
Attack: Charisma vs. Reflex
Effect: You teleport adjacent to the enemy that struck
Hit: 5d8 + Charisma modifier damage and the target is your ally and can make a skill check using the skill
pushed 3 squares from the center of the burst. associated with the triggering creatures type. The DC for
this check is 20 + 1/2 the creatures level. Add +1 to the
-----Blue Wizard: You instead push the target 6 squares.
DC for every 10 levels the creature has (+1 at 11. +2 at
Miss: Half damage and the target is pushed 1 square from 21, +3 at 31). If you succeed on this check, you may use
the center of the burst. the power that struck your foe 1 time in this encounter.
-----Blue Wizard: You instead push the target 3 squares.
White Wind Utility 22
Limit Blow Attack 19 You unleash a powerful healing wind to restore you and
Realizing your weakness, you unleash all your power in a your allies ability to fight.
single hit. Daily * Arcane, Healing
Daily * Arcane, Weapon Standard Action Close Burst 5
Standard Action Melee Target: You and all allies in the burst.
Target: One creature Effect: You spend 2 healing surges and all targets regain
Attack: Strength vs. AC HP equal to you healing surge value + 5d6 + your
Hit: 1[W] + Strength modifier damage and the target is Charisma modifier.
stunned until the end of your next turn.
-----Blue Warrior: You deal an additional 1[W] damage.
-----Special: If you are bloodied, this deals an additional
3[W] damage.
Miss: Half damage. It is said that they have forsaken the very
essence of mortality in exchange for untold
power...

Soulless beasts, free to act with the


blessings of the Empire...
23rd Level Encounter Spells 25th Level Daily Spells
Arcing Strike Attack 13 1000 Needles Attack 25
You strike your foe, and the lightning arcs away to other You rain 1000 needles down against your foe.
foes.
Daily * Arcane, Implement
Encounter * Arcane, Weapon, Lightning Standard Action Range 20
Standard Action Melee Target: One creature
Target: One creature Attack: Charisma vs. Reflex
Attack: Strength vs. AC -----Blue Wizard: You gain a +4 bonus to hit
Hit: 2[W] + Strength modifier lightning damage. Hit: 6d6 + Charisma modifier damage.
-----Blue Warrior: You deal an additional 1[W] damage. -----Sustain Minor: The target takes an additional 3d6 +
Charisma modifier damage (save ends)
-----Secondary Targets: 2 creatures within 5 squares of
the primary target. Miss: Half damage.
-----Secondary Attack: Strength vs. AC
Shadowed Blade Attack 25
-----Hit: 1[W] + Strength
Like a shadow, you blade slips through your foes
defenses and wounds his soul.
Bad Breath Attack 23
Daily * Arcane, Weapon, Necrotic
Opening your mouth, you unleash a noxious cloud of gas
Standard Action Melee
that pervades the area
Target: One creature.
Daily * Arcane, Implement, Attack: Strength vs. AC
Poison, Necrotic, Psychic, Zone
Hit: 3[W] + Strength modifier necrotic damage and the
Standard Action Close Blast 5
target is weakened until the end of your turn.
Target: All creatures in the blast
Attack: Charisma vs. Fortitude, Reflex, and Will -----Blue Warrior: You deal an additional 1[W] damage
-----Blue Wizard: You gain a +2 bonus to hit with this and the target is weakened (save ends).
power.
Hit (Fortitude): 1d6 + Charisma modifier necrotic 27th Level Encounter Spells
damage and the target takes ongoing 5 poison damage
(save ends), and is weakened (save ends).
Mind crushing Strike Attack 27
Hit (Reflex): 1d6 + Charisma modifier poison damage
Your attack strikes at your foes mind instead of his body.
and the target is immobilized (save ends) and blinded
(save ends). Encounter * Arcane, Weapon, Psychic
Standard Action Melee
Hit (Will): 1d6 + Charisma modifier psychic damage and
Target: 1 creature
the target is stunned (save ends) and suffers a -2 penalty
Attack: Strength vs. Will
to saving throws (save ends).
Hit: 2[W] + Strength modifier psychic damage and the
target is dazed until the end of your next turn.
-----Blue Warrior: You deal an additional 1[W] damage
and the target is dazed (save ends).
29th Level Daily Spells
Aero 3 Attack 29
You unleash a tornado upon your enemies.
Daily * Arcane, Implement
Standard Action Range 10 Burst 3
Target: All creatures in the burst
Attack: Charisma vs. Reflex
Hit: 8d6 + Charisma modifier damage and the target is
pushed 4 squares from the center of the burst.
-----Blue Wizard: You push the target 8 squares instead
of 4.
Miss: Half damage and the target is pushed 2 square from
the center of the burst.
-----Blue Wizard: You push the target 4 squares instead
of 2.

Black Blade of Disaster Attack 29


You weapon literally vaporizes the foe as you attack.
Daily * Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target
suffers ongoing 10 damage (save ends). If the target saves
it suffers ongoing 5 damage (save ends).
-----Blue Warrior: The target suffers ongoing 10 damage
(save ends) and you can sustain this power.
-----Sustain Minor: The target takes 1[W] damage.
Miss: Half damage and the target suffers ongoing 5
damage (save ends).
Paragon Paths Quick Strikes
You unleash with two rapid attacks.
Attack 11

Encounter * Arcane, Weapon


Azure Blade Standard Action (Special) Melee weapon.
Special: This attack can be used as an opportunity attack.
You may be better than me with that sword, but I've got a Target: One creature
few tricks up my sleeve. Attack: Strength +2 vs. AC, two attacks
Hit: 1[W] + Strength modifier damage.

Resurgence Utility 12
You turn your magic inwards to heal your injuries.
Daily * Arcane, Healing
Minor Action Personal
Effect: You may spend a healing surge.

Arcane Strike Attack 20


You charge your weapon with powerful magic, then strike
with all of your might.
Daily * Arcane, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Prerequisites: Blue Mage, Blue Warrior class feature.
Hit: 2[W] + Strength and Charisma modifier damage. If
You are an azure blade, melding magic and melee together this attack bloodies the foe, they take an additional 5d4
into a lethal art. damage.
Miss: Half damage and no bonus damage for knocking
Azure Blade Path Features the foe bloodied.

Azure Action (11th level): When you spend an action


point, you gain a bonus to damage equal to 1/2 your
level to all attacks made this round.

Azure Riposte (11th level): An adjacent enemy who


misses you with a melee attack takes damage equal to
your Strength modifier..

Rebounding Assault(16th level): When you use your


Second Wind, you may make an immediate attack with
an at-will power. If this attack hits, you receive a +4
bonus to your next attack.
Blue Magus Mirroring Attack Attack 11
You instinctively understand the nature of your
That's a pretty impressive ability you have there. Let me opponent's attack and return the favor.
show you how it's really done.
Encounter * Arcane, Implement
Standard Action Range 5
Target: 1 creature
Attack: Charisma vs. Reflex
Hit:3d6 + Chasiam modifier damage. You may also
inflict one status ailment (Immobilized, Stunned, Dazed,
Blinded, etc) that has been dealt to an ally within 10
squares since your last turn (save ends).

Talent Theft Utility 12


Touching your ally gently on the shoulder, you draw forth
the knowledge of his most power abilities and turn them
to your own use.
Daily * Arcane, Enemy Skill, Stance
Standard Action Melee Touch
Target: Adjacent ally
Prerequisites: Blue Mage, Blue Wizard or Blue Warrior
class feature. Effect: Choose on of your allies class features. You gain
the use of that class feature.
You are a Blue Magus, a master of taking your opponents
skill and turning it against them.
Shadow Flare Attack 20

Blue Magus Path Features Witnessing your foe using his powerful attack, you
manipulate the magic around you to duplicate it.

Action Duplication (11th level): When you spend an Daily * Arcane, Implement
Standard Action Range 10
action point, you gain 1 extra use of your Master of Many
Skills power.
Target: 1 creature
Attack: Charisma vs. Reflex
Fast Learner (11th level): You gain a +2 bonus when Hit: 3d8 + Charisma modifier damage and the target is
making a skill check to learn a new power. stunned (save ends).
-----Secondary Target: All creature adjacent to the
Skill Mastery (11th level): When using a power learned primary target.
using the Master of Many Skills class skill, you gain a +1
bonus to attacks rolls and +4 bonus to damage with that -----Secondary Attack: Charisma +2 vs. Reflex
power. -----Hit: 2d8 + Charisma modifier damage and the target
is pushed 1 square away from the primary target.
Surprising Retaliation(16th level): When you are first
bloodied in an encounter, you may immediately use the Miss: Half damage and the target is dazed until the end
of your next turn.
power or attack that bloodied you as a free action.
Cerulean Adept Matra Magic Attack 11
You unleash a burst of magical energy upon your foes.
I may not be a wizard, but you are making a mistake if you
underestimate me. Encounter * Arcane, Implement
Standard Action Range 10 Burst 2
Target: All creatures in the burst
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier damage.

Cerulean Mist Utility 12


You create a cloud or cerulean mist that alters the
perceptions of those who pass through it.
Daily * Arcane, Conjuration, Psychic, Implement
Standard Action Wall 6 within 10
Effect: You conjure a cloud of mist that consists of
contiguous squares filled with deep blue mist. It can be
up to 6 squares long and 4 squares high. The wall lasts
until the end of your next turn. Any creature that begins
it's turn adjacent to the wall takes 1d4 + Charisma
modifier psychic damage. Any creature who passes
through the wall takes 3d4 + Charisma modifier psychic
damage, and considers his allies as enemies for the
purpose of opportunity attacks and flanking and he must
take all possible opportunity attacks that his allies trigger
(save ends). The wall is considered difficult terrain.
Sustain Minor: The wall persists.

Nova Attack 20
You unleash a blazing pillar of fire around your
Prerequisites: Blue Mage, Blue Wizard class feature. loacation.
Daily * Arcane, Implement, Fire
You are a Cerulean Adept, a path that seeks it's strength Standard Action Close Burst 3
through the power of magic. Target: All creatures in the burst
Attack: Charisma vs. Reflex
Cerulean Adept Path Features Hit: 5d6 + Charisma modifier fire damage.
Miss: Half damage.
Adept Qualifications (11th level): You are considered
a wizard for the purpose of qualifying for feats and epic
destinies.

Cerulean Disappearance(11th level): When you spend


an action point, you may teleport 5 squares before of
after the action.

Magical Discharge(16th level): As long as you are


capable of making opportunity attacks, two enemies
within 2 squares of you take damage equal to your
Charisma modifier at the end of your turn.
Mimic Features
Epic Destinies
Perfect Mimicry (21st level): You are permitted to have
on power learned from your allies permanently learned.
Mimic
Expanded Skill Repertoire (24th level): You gain 2 extra
There is nothing you can't duplicate, and you want to uses of your Master of Many Skills class feature.
duplicate everything.
Mimic Mastery (30th level): You may spend a minor
action to prepare for mimicry. Until the beginning of your
next turn, you copy every power used within 10 squares of
you. You copy even the method of targeting. For example,
if a wizard targets a scorching burst 3 squares in front of
him, after his attack is finished, you target a scorching
burst 3 squares in front of you. If a ranger fires an arrow at
a target 5 squares in front of him and 1 square to his left,
you magically create an arrow and fire it at a square in the
same direction 5 squares in front of you and 1 square to
your left, making an attack if a creature is present in this
location.

One Step Ahead of You Utility 26


You take one look at an opponent, then charge up and hit
him with HIS best attack.
Encounter * Arcane, Enemy Skill
Minor Action Range 10
Target: One creature within range
Effect: Choose one of the creatures attacks or powers.
Until the end of the encounter, you may use that power.

Prerequisites: Blue Mage, The ability to use 4 powers


with the Enemy Skill keyword.

As a mimic, you go where ever you need to find something


new to copy. Perhaps you possess an artifact that you
guard, waiting for heroes and villains to come and try to
take it so that you can copy their skills. Or maybe you live
in a cave full of dangerous monsters, copying there
abilities on a daily basis. Either way, you have the
tendency to know the most surprising abilities, providing a
never ending surprise in combat.

Route to Immortality
Immortality? That means even more time to find unique
things to manipulate. Of course you're aiming for that.
Of course, you're not much for doing things on your own.
More likely you'll find a competent group of adventurers
well on their way, and you'll tag along and duplicate their
methods. No doubt this will lead you to one path of
immortality or another.
Hybrid Style
Feats Prerequisites Blue Mage
Benefit: You gain a benefit determined by your class
feature.
Heroic Feats -----Blue Warrior class feature: You gain the ability to
use a single wizard cantrip as an at-will power.
Improved Knowledge -----Blue Wizard class feature: You gain a +1 bonus to hit
Prerequisites: Blue Mage, Wis 13 with one military or simple weapon that you are proficient
Benefit: The bonus to defenses provided by your I Know with. This bonus does not stack with the class features
That Trick class feature improves to +4 Fighter Weapon Talent or Rogue Weapon Talent.

Knowledgeable Reinvigoration
Prerequisites: Blue Mage, Con 13
Benefit: When you use the Master of Many Skills class
skill to successfully copy a power, you regain a number of
HP equal to 1/2 your level.

Blue Adept [Multiclass]


Prerequisite: Charisma 13
Benefit: Choose a Blue Mage Tactics class feature. You
are considered to have this class ability for the purpose of
selecting paragon paths.
You gain the ability to use the Master of Many Skills class
feature once per day. You may not permanently learn
enemy powers.

Paragon Feats
Blue Mage Durability
Prerequisites: Blue Mage Con 13, Wis 13
Benefit: You gain 2 additional healing surges.

Blue Warrior Mastery


Prerequisites: Blue Mage, Blue Warrior class feature
Benefit: You gain a +1 damage with a single weapon of
your choice. Additionally, you gain a +2 feat bonus to skill
checks made to learn melee powers and attacks.
Special: You may not have the feats Blue Wizard Mastery
or Hybrid Style.

Blue Wizard Mastery


Prerequisites: Blue Mage, Blue Wizard class feature.
Benefit: You gain the ability to use one wizard cantrip as
an at-will power. Additionally, you gain a +2 feat bonus to
skill checks made to learn ranged powers and attacks.

Enlarged Spellbook
Prerequisites: Blue Mage, Int 15
Benefit: Your spell book has 40 pages instead of the usual
20.

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