Table of Contents

Blue Mage

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Copy-paste of a home-brewed class for d&d 3.5e. Stored because I like it.

GAME RULE INFORMATION

Blue Mages have the following game statistics.

Class Skills

The Blue Mage's class skills (and the key ability for each skill) are:

The Blue Mage

Level BAB Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 Blue Magic, Indigo Infusion31--------
2nd +1 +0 +0 +3 Been there, Done that (+1)42--------
3rd+1+1+1+3Creature Magic (+1)421-------
4th+2+1+1+4Been there, Done that (+2)432-------
5th+2+1+1+4Azure Awareness4321------
6th+3+2+2+5Been there, Done that (+3), Creature Magic (+2)4332------
Level BAB Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
7th+3+2+2+544321-----
8th+4+2+2+6Been there, Done that (+4)44432-----
9th+4+3+3+6Creature Magic (+3)444321----
10th+5+3+3+7Turquoise Efficiency, Been there, Done that (+5)444332----
11th+5+3+3+74444321---
12th+6/+1+4+4+8Been there, Done that (+6), Creature Magic (+4)4444322---
13th+6/+1+4+4+844444321--
14th+7/+2+4+4+9Been there, Done that (+7)44444332--
15th+7/+2+5+5+9Improved Azure Awareness, Creature Magic (+5)444444321-
16th+8/+3+5+5+10Been there, Done that (+8)444444332-
17th+8/+3+5+5+104444444321
18th+9/+4+6+6+11Been there, Done that (+9), Creature Magic (+6)4444444432
19th+9/+4+6+6+114444444433
20th+10/+5+6+6+12Cerulean Reflection, Been there, Done that (+10)4444444444

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 per day are shown on the table above.

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.)

New Blue Feats

SAPPHIRE SCHOOL MASTERY [General]

FLEXIBLE MIND [General]

IMPROVED BLUE LEARNING [General]

COBALT FORTITUDE [General]

BLUING INSTINCT [General]

POWER TO BURN [General]

Epic Blue Mage

LevelSpecial
21stCreature Magic +7
22ndBeen there, Done that +11
23rd
24thBeen there, Done that +12, Creature Magic +8
25thBonus feat
26thBeen there, Done that +13
27thCreature Magic +9
28thBeen there, Done that +14
29th
30thBeen 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.

New Blue Epic Feats

EPIC BLUE SPELLCASTING [Epic]

INCREASED BLUE KNOWLEDGE [Epic]

HEIGHTENED INDIGO INFUSION [Epic]

BLUE MIMICRY [Epic]

EXTENDED AZURE AWARENESS [Epic]

FREQUENTLY ASKED QUESTIONS