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Blue Mage

The blue mages, warrior-mages who master the techniques of monsters, comprise an organization called the Azure Academy. Their motto is “fight fire with fire.” When not performing undercover missions, or adventuring in an area where doing so would endanger them unnecessarily, they prefer to wear blue—they claim that this is the color of monsters’ souls. Blue mages are invariably those who have had close calls with monsters and learned from them, intuitively figuring out how to predict, evade, and finally replicate monsters’ attacks. The Azure Academy observes particularly observant adventurers and attempts to recruit the cream of the crop. After training for at least a month at the Academy’s headquarters, a new recruit is ready to go out and begin amassing his own arsenal of monster techniques.
Role: Blue mages has a unique set of skills and spells to provide tactical support over the battleground. Often trying to learn new spells from unique creatures, they aren’t afraid to get their hands dirty to acquire new knowledge.
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 × 10 gil (average 140 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The blue mage’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Points Per Level: 4 + Int modifier

Table: Blue Mage

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMPSpell Level
Type3/4BadBadGood
1st+0+0+0+2Blue Magery, Spell Proficiency, Cantrips, Limit Breaks11
2nd+1+0+0+3Scan, Analysis (Lucubrate)21
3rd+2+1+1+3Armored Mage (Light)42
4th+3+1+1+4Azure Physical Training72
5th+3+1+1+4Blue Magery, Azure Learning103
6th+4+2+2+5Invoke, Analysis (Mettle)153
7th+5+2+2+5I Know That Trick204
8th+6/+1+2+2+6Azure Physical Training274
9th+6/+1+3+3+6Blue Magery345
10th+7/+2+3+3+7Clear Mind, Libra, Analysis (Foreknowledge), Azure Counter435
11th+8/+3+3+3+7Simulation526
12th+9/+4+4+4+8Improved Invoke, Azure Physical Training636
13th+9/+4+4+4+8Blue Magery747
14th+10/+5+4+4+9Analysis (Flummox)877
15th+11/+6/+1+5+5+9Doublecast (1/day), Easy Learning1008
16th+12/+7/+2+5+5+10Azure Physical Training1158
17th+12/+7/+2+5+5+10Blue Magery1309
18th+13/+8/+3+6+6+111 MP Spell (3/day), Analysis (Puissance)1479
19th+14/+9/+4+6+6+11Azure Lore (3/day), Cerulean Focus1639
20th+15/+10/+5+6+6+12Assimilation, Azure Physical Training1809

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 including longswords, power rods, power staves, and scimitars. Blue mages are proficient with light armor and light shields but can cause his spells with somatic components to fail.

Limit Breaks (Su)

At 1st level, the blue mage receives the Limit Breaks (Azure Summoning and Dual Azure Mastery).

Azure Summoning (Su): This Limit Break allows the blue mage to summon creatures briefly. The blue mage picks one blue magic spell she knows and can cast. She then summons a creature from where she learned the spell from. The blue mage can only summon creatures up to twice his blue mage level in HD. The creature summoned stays for a duration of 1 round + 1 round per four blue mage levels after 1st, appearing anywhere within 30 feet of the blue mage, obeying the wishes of the blue mage.

Dual Azure Mastery (Su): This Limit Break allows the blue mage for a duration of 1 round + 1 round per four blue mage levels after 1st to cast two blue magic spells a round. MP must be paid for both spells. This limit break requires only a swift action.

Creature Magic

A blue mage has the power to gain new spells from creatures that have supernatural abilities by learning from them. The blue mage must witness the creature use its abilities for the blue mage to learn by making an appropriate Knowledge (see below) skill check. The initial skill check is DC 15 + 2 per spell level of the ability. A blue mage begins play with 2 1st level blue mage spells of her choice. At each new blue mage level, she gains one new spell of any spell level or levels that she can cast (based on her new blue mage level). Unlike the other mages, a blue mage cannot purchase or find scrolls to add spells to her spells known list, but she can learn new blue mage spells from another blue mage.

  • Arcana (dragons, magical beasts)
  • Dungeoneering (aberrations, oozes)
  • Engineering or Technology (constructs)
  • Local (humanoids, monstrous humanoids)
  • Nature (animals, fey, plants, vermin)
  • Planes (outsiders)
  • Religion (undead)

Once learned, the ability becomes a spell in the blue mage’s known spells list. See the monster’s description to find out the spell level of a creature’s supernatural abilities. The blue mage can learn spells above her spell level, but cannot cast those spells until she has attain the level to be able to cast them. The only limitation to this is the blue mage cannot learn Limit Breaks through the use of this ability. Any supernatural abilities learned through this ability that doesn’t have a duration will have a duration of 1 round per Blue mage level.

To learn or cast a spell, the blue mage must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a blue mage’s spell is 10 + the spell level + the blue mage’s Intelligence modifier. In addition, a blue mage gains additional MP for having a high attribute (Intelligence—see Table: Bonus MP per Day (by Spell Level) on the MP System page).

Blue Magery (Ex)

At 1st, 5th, 9th, 13th, and 17th level, a blue mage increases her power with her spells and abilities. At each such opportunity, she can choose from the list of the following (with a limit of 2 per):

  • Analysis Mastery: This grants a +2 bonus to Knowledge checks for Analysis abilities. The first time the blue mage chooses this ability, Analysis requires only a move action to use. The second time the blue mage chooses this ability, Analysis requires only a swift action to use.
  • Creature Knowledge Mastery: This provides a +2 insight bonus on all saving throws from creatures that have beenScanned. In addition, the blue mage may reroll any failed Knowledge check once per round.
  • Natural Prowess: This increases the blue mage’s ability to hit with his natural weapons granted by Azure Physical Training by +2. In addition, the blue mage’s damage with his natural weapons improves by one step.
  • Obscure Spell Mastery: This increases the DC for all of the blue mage’s spells by 1 as well as increases the difficulty in identifying her spells via Spellcraft skill by 2.

Spell Proficiency (Ex)

Blue mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch.

Cantrips

Blue mages learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Blue mages begin with 4 0-level spells and gain an additional 0-level spell every three levels after 1st level.

Scan (Su)

At 2nd level, as a swift action, the blue mage can scan a creature within 60 feet to find out if it has a supernatural ability she can learn from. A creature can resist the effects by making a Will save (DC 10 + 1/2 of the blue mage’s level + her Intelligence modifier).

Analysis (Ex or Su)

Also at 2nd level, usable per day equal to 3 + the blue mage’s Intelligence modifier, a blue mage can draw upon her intuitive ability to read a creature’s essence, granting her and her allies benefits against the creatures they face. Using analysis abilities require a standard action which doesn’t provoke attacks of opportunity. A blue mage unlocks new analysis abilities as her level increases. The blue mage’s analysis can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the blue mage must be aware of the creature’s presence, although she need not have a line of sight to it. The effects of analysis last for 1 round per blue mage level, unless stated otherwise. To affect her allies, they must be within 30 feet of the blue mage. Using analysis requires an appropriate Knowledge skill check DC 10 + the CR of the creature. Analysis can only be used once against any given creature per encounter.

Lucubrate (Ex): The blue mage learns the general combat behaviors of creatures of that race, granting her allies a +1 competence bonus on attack rolls made against them. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4.

Mettle (Ex): Starting at 6th level, the blue mage can use her analysis to help her allies fight off the dangerous abilities of other creatures. Allies within 30 feet of the blue mage gain a +1 competence bonus on saving throws against the affected creature’s abilities. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4.

Foreknowledge (Su): Starting at 10th level, a blue mage can teach her allies how to avoid attacks from the target creature. Unlike other analysis abilities, this ability can be used only against a single creature. On a successful Knowledge check, she grants them a +1 dodge bonus to AC against that creature. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2 AC. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3 AC. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4 AC.

Flummox (Su): By raking the essence of the target creature, a blue mage of 14th level or higher can dazzle a target creature for 1 round. Like the Foreknowledge ability, flummox can be used only against a single creature. On a successful Knowledge check, the creature must make a Will save (DC 10 + 1/2 the blue mage’s level + Intelligence modifier) or be dazed for 1 round. If the blue mage succeeds on her Knowledge check by 5 or more, the creature must make a Will save (DC 10 + 1/2 the blue mage’s level + Intelligence modifier) or be affected by the Immobilize status for 1 round. If the blue mage succeeds on his Knowledge check by 10 or more, the creature must make a Will save (DC 10 + 1/2 the blue mage’s level + Intelligence modifier) or be affected by the Disable status for 1 round. If the blue mage succeeds on his Knowledge check by 20 or more, the creature must make a Will save (DC 10 + 1/2 the blue mage’s level + Intelligence modifier) or be stunned for 1 round.

Puissance (Ex): Starting at 18th level, a blue mage can direct her allies to attack vital spots of her enemies. On a successful Knowledge check, she grants them a bonus to damage rolls made against the target creatures equal to 1d6 points of damage. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to 2d6. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to 3d6. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to 4d6. Creatures that are immune to critical hits, are also immune to this ability.

Armored Mage (Ex)

At 3rd level, normally, heavier armor than light interferes with a spell-caster’s gestures, which can cause spells to fail if those spells have a somatic component. A blue mage’s limited focus and specialized training, however, allows her to avoid spell failure so long as she sticks to light armor and light shields. This training does not extend to medium armor or heavy shields. This ability does not apply to spells gained from a different spell-casting class.

Azure Physical Training (Ex)

At 4th level and every four levels thereafter, a blue mage gains abilities that emulate physical attacks of creatures. The blue mage can use these abilities at will, requiring only a standard action to use.

Slam (Ex): The blue mage emulates a slam of a construct. The slam deals 1d6 (1d4 for small size, 1d8 for large size) points of damage + Strength modifier.

Bite (Ex): At 8th level, the blue mage emulates the bite of a wolf. The bite deals 1d4 (1d3 for small size, 1d6 for large size) points of damage + Strength modifier. If the blue mage hits with the bite attack, she can attempt to trip combat maneuver as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the blue mage.

Grab (Ex): At 12th level, the blue mage emulates the grab of a bear. If the blue mage hits with a slam or bite attack, she can attempt to start a grapple combat maneuver as a free action without provoking an attack of opportunity. This grab ability works only opponents that are at least her size category or smaller. The blue mage can then crush an opponent, dealing 1d6 (1d4 for small size, 1d8 for large size) points of damage + Strength modifier, after making a successful grapple combat maneuver per round.

Powerful Charge (Ex): At 16th level, the blue mage emulates the charge of a rhinoceros. The blue mage deals 1d8 (1d6 for small size, 1d10 for large size) points of damage + Strength modifier when she makes a charge.

Pounce (Ex): At 20th level, the blue mage emulates the pounce of a lion. When the blue mage makes a charge, it can follow up with a full attack.

Azure Learning (Ex)

At 5th level, the blue mage receives a +1 bonus on all Knowledge checks. This bonus increases by +1 every five levels thereafter, to a maximum of a +4 bonus at 20th level.

Invoke (Su)

At 6th level, the blue mage can invoke a creature to use its spell-like or supernatural ability. The blue mage must know what the creature possesses for abilities by using the Scan ability. If a creature has more than one ability, the blue mage can decide which one she wants the creature to use. The creature gets a Will save (DC 10 + half of the blue mage’s level + her Intelligence modifier) to negate this ability. This ability has a range of 60 feet and requires a move action which doesn’t provoke attacks of opportunity.

At 12th level, the blue mage’s ability to invoke a creature to use its abilities improves. The blue mage can use this ability as a swift action.

I Know That Trick (Ex)

At 7th level, the blue mage gains a +1 bonus to her saving throws against any ability that she has learn as a blue magic spell. T his bonus increases by +1 for every three additional blue mage levels beyond 7th level (+2 at 10th level, +3 at 13th, +4 at 16th, and +5 at 19th).

Azure Counter (Su)

Starting at 10th level, a blue mage can attempt to counter a monster’s special attack. If the blue mage knows the blue magic spell and has a readied action, she may expend it as an immediate action. She must make a caster level check against a DC of 11 + the monster’s CR. If she succeeds, the monster loses its action.

Clear Mind (Ex)

At 10th level, a blue mage can regain her MP quicker. The blue mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The blue mage regains MP equaling her Intelligence modifier per hour.

Libra (Su)

At 10th level, the blue mage can analyze a creature to find how much (current) hit points, (current) magic points, damage reduction, any resistances, and any weaknesses it possesses. A creature can resist the effects by making a Will save (DC 10 + half of the blue mage’s level + her Intelligence modifier). This ability has a range of 60 feet and requires a move action which doesn’t provoke attacks of opportunity.

Simulation (Su)

At 11th level, the blue mage can copy any special qualities from creatures she has used the Libraability on. As a standard action, usable per day equal to the blue mage’s Intelligence modifier, the blue mage may copy only one special quality from a creature at a time. The only special quality ability that cannot be copied is the creature type. Copying a creature’s special qualities overrides her own. For example, if a blue mage copies the damage reduction, it replaces her own damage reduction if she had any. This ability lasts for a number of rounds equal to 3 + the blue mage’s Intelligence modifier.

Easy Learning (Ex)

At 15th level, the blue mage can take 10 on all Knowledge checks.

Doublecast (Su)

Also at 15th level, a blue mage can cast two spells using one standard action. Both of the spells must have the same casting time. The blue mage can make any decisions concerning the spells independently of each other. Any target affected by both of the spells takes a –4 penalty on saves made against each spell. A blue mage receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells. The blue mage may use this ability once per day at 15th level and one additional time per day at 20th level.

1 MP Spell (Su)

At 18th level, three times per day, as a free action, a blue mage can reduce the cost of her next spell to 1 MP. The use of this ability cannot be used with metamagic feats.

Azure Lore (Su)

At 19th level, three times per day, as a swift action, a blue mage can utilize any one metamagic feat she has on a blue magic spell for free.

Cerulean Focus (Su)

Also at 19th level, the blue mage increases the DC for every blue magic spell she casts by 1. She also adds this bonus to caster level checks made using her azure counter ability.

Assimilation (Su)

At 20th level, the blue mage absorb any special qualities from creatures she has used the Libraability on. As a standard action, usable per day equal to the blue mage’s Intelligence modifier, the blue mage may absorb only one special quality from a creature at a time. A creature affected by this ability must make a Fortitude save (DC 10 + half of the blue mage’s level + her Intelligence modifier) or temporary loses its special quality ability. The only special quality ability that cannot be absorbed is the creature type. Absorbing a creature’s special qualities overrides her own. This ability lasts for a number of rounds equal to 3 + the blue mage’s Intelligence modifier. In addition, the blue mage learns the special quality ability and may be reused at any given time with a successful appropriate Knowledge skill check of DC 15 + the CR of the creature that uses up an assimilation ability usage.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have blue mage as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Bangaa: Add a +1/2 bonus on concentration checks made to cast defensively.
  • Dwarf: Add +1/4 bonus to damage to the blue mage’s natural attacks.
  • Elvaan: Add +1/6 bonus to Knowledge (all) skill checks.
  • Galka: Add +1/4 bonus to damage to the blue mage’s natural attacks.
  • Hume: Add one spell known from the blue mage spell list. This spell must be at least one level below the highest spell level the blue mage can cast.
  • Kojin: Add +1/2 to the blue mage’s caster level when determining the range of any spells with the water descriptor.
  • Mithra: Add +1/6 bonus to Knowledge (all) skill checks.
  • Moogle: Add +1/4 bonus to damage to the blue mage’s natural attacks.
  • Nu Mou: Add +1/6 bonus to all Knowledge skill checks.
  • Qu: Add +1/6 bonus to Knowledge (all) skill checks.
  • Ronso: Add +1/4 bonus to damage to the blue mage’s natural attacks.
  • Tarutaru: Add +1/6 bonus to Knowledge (all) skill checks.
  • Viera: Add one spell known from the blue mage’s spell list. This spell must be at least one level below the highest-level spell the blue mage can cast.

Archetypes