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<blockquote data-quote="MoogleEmpMog" data-source="post: 2806654" data-attributes="member: 22882"><p>I assume the Blue Mage the op is asking after is the version from the Final Fantasy console RPGs. Blue Mages learn new spells by having them used on them by enemies (or allies, if the allies know learnable techniques).</p><p></p><p>For instance, to learn <em>trine</em> (a sort of three-element <em>fireball</em>), the Blue Mage simply has to find a monster capable of casting it and then survive it. To learn <em>pearl wind</em> (basically <em>mass cure moderate wounds</em>, in d20 terms), however, a Blue Mage would have to either <em>dominate</em> a monster (or have someone else do so) or find a friendly 'monster' willing to cast it.</p><p></p><p>Unfortunately, the Blue Mage is an incredibly difficult concept to pull off in d20 (and not much easier in other games). In d20, the Blue Mage either learns Sp or Su abilities. If the former, it's not terribly interesting. If the latter, it has the potential to become monstrously broken very fast. The DM has to call all abilities fair game (arguably broken, and untrue to the FF flavor) or set an arbitrary limit (which, being arbitrary, is liable to cause upset and resentment). Also, it's basically impossible to measure the Blue Mage's power against the CR system, since he may be vastly stronger or weaker depending on the number of Blue Magic-learnable enemies the DM uses.</p><p></p><p>The HERO system incorporates a means of doing Blue Magic, but, IIRC, only temporarily. Actually, HERO is a very good system for Final Fantasy, since it's already ATB-Wait rather than turn-based, and it allows you to model the "few but very powerful abilities/techniques" style of the games.</p><p></p><p>As a very rough d20 conversion, I'd make the Blue Mage identical to the sorcerer, but instead of learning ANY new spells after first level, he has to have a spell on the sorcerer spell list cast on him, which he can then learn.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2806654, member: 22882"] I assume the Blue Mage the op is asking after is the version from the Final Fantasy console RPGs. Blue Mages learn new spells by having them used on them by enemies (or allies, if the allies know learnable techniques). For instance, to learn [I]trine[/I] (a sort of three-element [I]fireball[/I]), the Blue Mage simply has to find a monster capable of casting it and then survive it. To learn [I]pearl wind[/I] (basically [I]mass cure moderate wounds[/I], in d20 terms), however, a Blue Mage would have to either [I]dominate[/I] a monster (or have someone else do so) or find a friendly 'monster' willing to cast it. Unfortunately, the Blue Mage is an incredibly difficult concept to pull off in d20 (and not much easier in other games). In d20, the Blue Mage either learns Sp or Su abilities. If the former, it's not terribly interesting. If the latter, it has the potential to become monstrously broken very fast. The DM has to call all abilities fair game (arguably broken, and untrue to the FF flavor) or set an arbitrary limit (which, being arbitrary, is liable to cause upset and resentment). Also, it's basically impossible to measure the Blue Mage's power against the CR system, since he may be vastly stronger or weaker depending on the number of Blue Magic-learnable enemies the DM uses. The HERO system incorporates a means of doing Blue Magic, but, IIRC, only temporarily. Actually, HERO is a very good system for Final Fantasy, since it's already ATB-Wait rather than turn-based, and it allows you to model the "few but very powerful abilities/techniques" style of the games. As a very rough d20 conversion, I'd make the Blue Mage identical to the sorcerer, but instead of learning ANY new spells after first level, he has to have a spell on the sorcerer spell list cast on him, which he can then learn. [/QUOTE]
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