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Source: D&D Nation
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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.
"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..."
1
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.
2
Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3 1 — — — — — — — —
4 2 — — — — — — — —
4 2 1 — — — — — — —
4 3 2 — — — — — — —
4 3 2 1 — — — — — —
4 3 3 2 — — — — — —
4 4 3 2 1 — — — — —
4 4 3 3 2 — — — — —
4 4 4 3 2 1 — — — —
4 4 4 3 3 2 — — — —
4 4 4 4 3 2 1 — — —
4 4 4 4 3 3 2 — — —
4 4 4 4 4 3 2 1 — —
4 4 4 4 4 3 3 2 — —
4 4 4 4 4 4 3 2 1 —
4 4 4 4 4 4 3 3 2 —
4 4 4 4 4 4 4 3 2 1
4 4 4 4 4 4 4 3 3 2
4 4 4 4 4 4 4 4 3 3
4 4 4 4 4 4 4 4 4 4
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.
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
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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 spelllike 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. Spelllike 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 0level 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 0level 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 spelllike 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
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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 ArchMage 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.
5
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 spelllike effects.
Special: This bonus stacks with Great Fortitude. This bonus is only against spells and spelllike effects.
BLUING INSTINCT [General]
Prerequisites: Azure Awareness
Benefit: You get a +2 bonus on Reflex saving throws against spells and spelllike effects.
Special: This bonus stacks with Lightning Reflexes. This bonus is only against spells and spelllike 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 Familiarbased 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.
6
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/spelllike 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 fullround
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 spelllike 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.