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View Full Version : D&D 5e/Next Another effin' Blue Mage: Wizard School redux (Because I love them) PEACH it!



BerzerkerUnit
2020-12-20, 04:23 PM
Aloha, Buckle up, this one's utter nonsense maybe. Here's a google doc (https://docs.google.com/document/d/1PV8pJRTmnPcf_BVexL_MHfFG-QPR2HOeW3AWyE1kTGA/edit?usp=sharing) with art taken from the internet, none of the art is mine, all credit to the wonderful artists that created it, pls do image searches if you'd like to know more about them.


Wizard Tradition: School of Blue Magic
As a Wizard committed to the school of Blue Magic, you have decided to risk your life on the reg to make magic transcend the boundaries of your spirit and form, continuously challenging monsters, coaxing them to use their deadliest attacks before (or on) you. Once you've overcome such creatures you craft unique spells that can conjure forth the effects of those attacks.

Blue Magic Spell Book
Beginning at 2nd level you create a unique blue ink from the remains of nonhumanoid creatures you have defeated or offerings of creatures you have overcome. The DM determines whether you have overcome a creature or if such a creature is willing to make an offering. Creating the ink requires that you have witnessed the creature in question use any action you wish to recreate and a 1 minute ritual. It isn't enough to know Black Dragons breathe lines of acid, or seen a Black Dragon breathe acid, you must witness the one in question.

Once these prerequisites have been met, the ink created can be used during a future short rest to craft a Blue Magic Spell provided you have a spell slot high enough to cast it. If the creation of the Spell is interrupted, the ink is wasted and another creature must be defeated to create more. These spells may involve diagrams of a monster's innards, complex magical formulae, or lists of True Names, but whatever the manner, it grants you the ability to evoke a measure of the creature's power. A Spell Book can contain 100 levels of Blue Magic Spells. A Blue Magic Spell's level is equal to the CR of the creature whose power it contains. You can prepare a number of Blue Magic spells equal to your Intelligence modifier + Proficiency bonus and these spells count toward your normal limit of prepared spells.

Blue Magic
At 2nd level you learn the art of Blue Magic, spells that evoke the powers of creatures you have defeated. Blue Magic's manifestation varies from Wizard to Wizard, some momentarily transform their bodies whole or in part, others conjure spectral duplicates of the creature, still others may animate totems they carry to channel the creature's essence.

A Blue Magic Spell requires 1 Action to cast and recreates one of the Actions listed in the stat block of the creature exactly as it appears, including reach, damage dice and type, etc. with limited exceptions. First any Saving Throw required by the ability is replaced with your Spell DC, for example, an Imp's Poison Sting would use your Spell DC instead of 11. Finally, Spell Casting Actions and Legendary Actions cannot be recreated.

Actions which create effects that linger, such as the Grapple of a Giant Octopus or the Poison of a Giant Spider, linger until they would normally end, such as moving so the creature was out of the tentacle's reach, or if the poison were removed with Lesser Restoration. Any equipment created by the spell, such as the great sword of a Fire Giant, disappears after the attacks made with it are complete.

Table 1: Blue Magic details what level of Slot is required to recreate a creature's attack.
Slot Level. Creature CR

1
2-3
4-5
6-8
9-12
13-16
17-20
21-24
25+


Blue Traits
Beginning at 6th level, when you cast a Blue Magic Spell you may spend a spell slot 1 level higher than normally required to evoke one of the creature's non Spell Casting Traits, such as Pounce, Trampling Charge, Gaze, or Regeneration, in addition to the action normally evoked by the spell. If the trait allows a conditional attack such as Pounce, you may use your bonus action to make that attack without having to spend a spell slot as long as you benefit from the Trait. This Trait will linger until the end of your next Turn. You can use this feature a number of times equal to your Proficiency bonus and regain all expended uses upon completing a long rest.

Azure Diplomacy
At 10th level and beyond, the power of your Blue Magic Spell book grants you a deep understanding of creatures that share types with those you've conquered before. While your Blue Magic Spell Book is on your person you can understand and be understood by creatures that share types with those recorded in your Blue Magic Spell Book as if you had cast Speak with Animals or Speak with Plants which affects creatures of any type or the Tongues spell.


Midnight Magic
At 14th level and beyond, you may add any spells of 1st level or higher to your Spell Book if a nonhumanoid creature listed in your Blue Magic Spell Book can cast it with a Spellcasting Trait or other innate ability such as Psionics. Adding these spells requires half the time and gold normally required for their level but you do not require a copy of the spell such as a scroll or captured spell book to work from.

Garfunion
2020-12-21, 01:11 PM
I’m going to be honest trying to create a blue mage archetype for an “arcane” spellcaster is either going to be underwhelming or overpowered.
Your best option would probably use the druid class as the base for a blue mage. Seeing as how they can already transform into beast getting the beast’s special abilities. The Druid already has a limitation where they cannot transform into a beast unless they have seen the creature, which is quite similar to a blue mage not being able to gain access to a power unless they seen it.

Perhaps some kind of “chimera” archetype that allows the truth use the wild shaped poor unique powers from the beast they have seen.

BerzerkerUnit
2020-12-21, 06:56 PM
Thank you for the feedback!

Honestly I think you could port this into Druid exactly as is if that’s the sticking point, but that seems even stronger than a Wizard who would really have to choose and hunt for abilities more valuable than their spells...