Blue Mage

Made a few edits today. I've listed them below.

[sblock=8/14/08 - - 5:00 PM]-----Added a line in the Enemy Skill keyword clarifying how Encounter Powers with Recharge work for you.
-----Added a paragrpah to the Enemy Skill Keyword explaining how stolen powers and the skill that stole them occupy the same "power slots"
-----Changed the name of Daily 1 Baelful Blast to Baleful Strike.
-----Changed Utility 2 Skill Duplication to have a duration of the encounter or 5 minutes.
-----Changed Encounter 3 Laser to deal 4d6 damage instead of 3d6.
-----Changed Daily 9 Trine from dealing 3d8 to dealing 3d10
-----Changed Utility 16 Borrowed Defenses to add a duration of the encounter or 5 minutes.
-----Clarified the effects of Utility 16 Libra
-----Changed Daily 19 Exploder ot have a +2 to hit and deal 3d6 + Charisma HP. A miss ow deals just half damage
-----Changed Blue Magus Utility 12 Talent Theft to add a duration of the encounter or 5 minutes.l
-----Changed Azure Blade Daily 20 to deal 3[W] instead of 2[W] [/sblock]
Anybody care to take a look and give opinions?
 
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....

Fast questions:

Are you intending for the BLM to use their 'learned' powers with the same numbers as the creatures using them, or are we supposed to reverse engineer the powers so that the BLM uses their own stats for the effects? For example, a BLM learns Venomous Mind from a Grell Philosopher, does he use it at a flat "+15 vs Will", or are we supposed to reduce it to its base calculation and use the BLM's stats and level to figure out the attack modifier?

Also, why does the Blue Mage get so many automatic powers? one of the flavor aspects of a BLM is the idea that all their abilities are learned from mobs, and are severely crippled until they learn monster abilities. Allowing them to permanently learn a creature's abilities is balanced if you are intending for the mage to use the monster's stats for the effects. The only mechanic that would need to be introduced would be a limiter as to how many Encounter Powers ect a blm could actually use in an encounter.
 

I've given this a more thorough read, and I have some thoughts....

You've clearly put a lot of effort into this, and I don't want to knock it too hard, but you really need to take a step back and rethink this. This class has no defined or even implied role, except perhaps as a jack and master of all trades. The powers run the gamut with controller effects, melee attacks, healing, and some strong damage to boot. Not one of them individually seem too overpowered but together it just isn't balanced with the other 4e classes.

You do have an option to focus as melee or controller, but these are only small bonuses one way or the other, and does nothing to reign the problem in. On top of all that, the class features just add more power, and little in the way of adding a blue mage feel to the class.


I can't tell you just how to go about fixing this, but here are some suggestions:

-Strengthen the importance of tactics selection on roles. Have the choice of warrior or wizard build effect the strength and/or selection of powers available, similar to how the options of a rogue, warlord or warlock effect their powers, only moreso. Anything outside of their focus should be nerfed significantly, and those inside should gain effects that reinforce the chosen role. Consider adding a striker option (think gun mage) and perhaps leader (to boost healing/protection). As an example, White Wind could require spending a surge to let others spend theirs with a boost equal to your con bonus, but a blue leader wouldn't need to spend a surge at all.

-Revamp the power selection. More blue magic and monster themed (FF and/or 4e) powers, less powers invented whole cloth. There is plenty out to work with. Cut out some of the unnecessary powers that would fit better in another class, especially if you plan to make the other FF jobs into classes. Leave the "blades" and "strikes" for warriors/knights/etc, and Aero for black mages.

-A better integrated blue magic style mechanic is needed, beyond grabbing anything monsters happen to be using. Something analogous to the wizards spellbook may be in order, where a repertoire of blue magic learned from monsters can be chosen from when using powers. Do not leave the ability to use enemy powers open ended, even for only at-will powers, it is just asking for trouble later. If you have a custom set of FF monsters you can simply give them blue magics and work with that. Lot's of options here, given that blue mages have a different mechanic in every single game.

-Finally some random thoughts: Integrating healing surges works thematically, but keep it from greatly effecting resource management; Choice of tactics might also determine what implements you can use, such as a striker using a ranged weapon type for implements; This is a mage, adding Int as a secondary stat for some powers might be a good idea.


Anyways, that's all IMHO and all that. Maybe a little less "H" in there, but whatever. ;)

Good luck with your project!
 

hmm.

First, in the interest of full disclosure, I feel compelled to point out that I don't appear to have ever gotten the Blue Mage concept in Final Fantasy; I understand its mechanics and concept, but never understood its appeal.

Now, as a point of fact, this class makes me want to play one (as a moderate powergamer). However, lets look at that fact in context. There is no other class that has the sheer potential and ability than this one does. This is not necessarily a good thing for a game that seeks stict mechanical balance between all classes. I'm not saying that, as a GM, I couldn't keep the Player Blue Mages in line; but 4E has made a distinct effort to remove this particular onus from D&D. This is a matter to be decided by each DM and playing group, but it is a tangible thing to be considered. Its not "broken", but it does take concious effort to keep it 'balanced' with the rest of the game.

Anyway, one thing to consider, and my first really 'critical' point is, the class lacks the basic flavor of the final fantasy Blue Mage. This is not only present in the lack of 'fluff text' information (which as a final fantasy fan, I don't particularly need), but in the class features and especially powers themselves.

The full spread of internal powers does not fit a Blue Mage concept; their powers are all learned from other creatures. As such, I like the power grabbing powers of the Blue Mage, but those should pretty much be the only powers granted automatically to the class. All other powers known by the Blue Mage should come exclusively from other creatures. In each case that I can recall, the blue mage characters only had other abilities due to 'subclassing' or through the materia-class system, or other system which, in essence, multi-classed. Since the 4E doesn't really duplicate old versions of multiclassing of D&D or FF, there isn't really any room to add it to a 4E BLue Mage. Any possible additional internal class powers should have the specific focus of making it easier for the blue mage to get more monster abilities, or modify the ones possess. Other capabilities, such as combat spells, should be limited to learned monster abilities.

Now, one interesting, though potentially unbalancing option could be to allow those Blue Mages who take a multi class feat to use their power grabbing abilities to learn powers from that specific class. Of course, this leads me to related general definition issues; can a Blue Mage learn a cleric prayer used by a Minotaur Preist? What happens when the Blue Mage fights an Eladrin Wizard, can he learn anything other than Fey Step from them? What, exactly, constitutes a learnable monster power/ability? Which are excluded? Is there a method of identifying them without making a master list of 'available' powers?

Now, one of the reasons I've never liked the Blue Mage in FF is that they are usually, level for level, weaker than other classes in their abilities. As such, the idea that you (appear to) have to use the monster's base bonus when using their powers (as opposed to using the BLM's stats and level) actually does a good job of duplicating this particular trait. Based on the fact that the powers can't scale with level, and the mechanical fact that the BLue Mage will necessarily know more powers of lower level than themselves, I think you have actually (perhaps accidentally) recreated this reality of the Blue Mage. Having 12 unscaleable "at Will" powers isn't, in the long run, more powerful than another class' scaleable 2 or 3 At Wills at 11th or 21st levels. The excessive versitility is countered by the innate inability to sucessfully use any of the powers. Only possible utility powers are exempt from this limitation, such as Change Shape of a doppleganger or Werewolf.

Also, the temporary nature of this captured "knowledge" doesn't make sense, nor, again, fit the Blue Mage concept. I guess I could be talked into the "Spell Book" idea for possible limiting of available powers during a single day; but I think it should be "once learned, always learned" type of thing overall. I suppose as an effort to minimize the logistical burden of knowing scores of powers, most of which will never be used again, you could justify a level cap for number of powers that can be learned (say, twice that of the usual powers by level), and make the Retraining rules relevant and necessary for the BLUE MAge.

But, as a whole, I can't see the rationale for limiting what is the unique distinguishing characteristic of "blue magic" to minor encounter by encounter temporary abilities that will necessarily take a far second seat to the class' internal powers as given. The only real boon, as it is currently written, to stealing the mobs' powers is the AC/Def bonus you get against it. What is the point of stealing a White Dragon's breath weapon, when you are likely only going to get to use it against the very same dragon you stole it from? Why risk your life (through expending HEaling Surges) to learn an ability which will likely be overshadowed by powers you already possess, and be fairly ineffective against the creatures you stole it from, just to 'forget' it when the next fight is done?

If I made a character of this class, I'd be doing it for the non-Blue Mage attributes it possesses, not its more characteristic monster learning abilities, which are supposed to define the class.

But, that is just my take; As E.T. mentioned, you have clearly worked on this awhile, and I appaud your efforts in making a new class. I guess my final answer to it, though, is its not really a FF-style Blue Mage, though clearly inspired by it. It needs an overhaul in its implementation to bring it closer to the concept intended, imho.
 

Also, the temporary nature of this captured "knowledge" doesn't make sense, nor, again, fit the Blue Mage concept. I guess I could be talked into the "Spell Book" idea for possible limiting of available powers during a single day; but I think it should be "once learned, always learned" type of thing overall.
Another aspect of blue mages that I don't see covered here is that they always got a much broader range of spells then other characters. But in exchange, they tended to be a little weak and very situational, with unusual properties and mechanics such as targeting enemies of certain levels, dealing combinations of weak statuses, working only when conditions were met, or just being very random. Even the best spells like white wind had oddities such as only healing as much as the casters current hit points. So even though many spells would be useless at any given time, collecting many made the blue mage versatile and powerful.

In light of that, I think the best way to go about it is to have a "spell book" like mechanic, but with no limit on how many spells that can be learned, and the ability to choose between any one of them on the fly. Alternatively they could be "equipped" during short rests, similar to how FF11 works. In exchange for this versatility, the spells would be similarly weaker, with unusual mechanics and situational uses. My first thought is to use daily and utility slots for this, but there's probably other ways to go about it.

What is the point of stealing a White Dragon's breath weapon, when you are likely only going to get to use it against the very same dragon you stole it from? Why risk your life (through expending HEaling Surges) to learn an ability which will likely be overshadowed by powers you already possess, and be fairly ineffective against the creatures you stole it from, just to 'forget' it when the next fight is done?
Perhaps surges could be used to store spells? Spending the surge would be used to cast the spell. It still kinda muddies resource management, but it is a handy mechanic all the same.

It needs an overhaul in its implementation to bring it closer to the concept intended, imho.
Agreed.
 

You know, you really might be better off trying to make the class something that doesn't absorb the powers as written, but the keywords of the powers. An at-will like.. say..

Elemental Bolt
At-Will * Arcane, Implement
Gathering your foe's residual magic, you launch an assault that borrows some of their energy.
Standard Action * Range 10
Target: 1 creature
Attack: Charisma vs. Reflex
Hit:2d4 + Charisma modifier damage. Increase to 4d4 + Charisma modifier damage at 21st level.
Special: This counts as a ranged basic attack. You may add any elemental keyword of a power used by an enemy since your last turn (Fire, Radiant, Necrotic, Cold, Acid, Psychic, Force, Thunder, Lightning).

Or an Encounter such as...
Mirroring Attack
Encounter* Melee, Weapon
You instinctively understand the nature of your opponent's attack and return the favor.
Standard Action * Melee
Target: 1 creature
Attack: Str or Dex vs. AC
Hit:2(W) + STR or DEX modifier damage. You may also inflict one status ailment (Immobilized, Stunned, Dazed, Blinded, etc) that has been dealt to an ally within 10 squares since your last turn.

I suppose this makes you more Mimic than Blue Mage, but it would keep the class more balanced to everything else.
 

Cynlas
Yes, you are intended to use the exact same numbers as the monster you learned it from.

They learn powers just like any other class. If this were 3.5, I would have based everything on learning it from an enemy, but with 4th I'm trying to meet the expectation of the system, which is that every character has so many powers of a certain level. If you took the paragon path Blue Magus and picked all of the talent powers, you would indeed have no powers other than those stolen from your enemies though. I do like your idea of permanently learning the enemy's powers permanently, but as I've written it, you can also learn powers from your allies. This means that you could quickly and permanently replace any member of the party.


Exen Trik
Knock as hard as you like. I'm not crazy enough to post on the internet and expect to not take criticism.

- The very idea of a blue mage is that you are versatile, but it comes at a cost. Your powers tend not to be as good as a specialist. I probably need to tone some of the powers down.

- Most of the invented powers were placed in the weapon side of the class or in heroic tier. Although the addition of some monster powers as actually being selectable for permanent learning is interesting. As a note though, barring a few games, Aero has always been the province of a blue mage.

- I'm not sure where your going with integrating the blue magic mechanic. If you mean applying the power into a book and your can keep it openendedly, I'm not sure why.

- The only way Blue Magic is going to seriously affect your resources is if you are trying to save every power you get. Mostly, I'd say keep them for a fight them lose them unless they are really good.


Cynlas
I agree with you on worrying over it's power level. It needs some playtesting to determine if it's too good and I don't have a running campaign at the moment to test it in.

The more you point out the fact that all powers should be learned, the more I think it might be a valid idea, but I still worry over being able to duplicate an allies class by mastering his powers when he uses them.

As for which powers can be learned, almost anything qualifies. Eladrin Fey Step, Wizard's sleep, dragon's breath. If it requires an action to do it, it can be learned.

Recreating that weakness of the blue mage was in fact purposeful.

You are right that stealing the white dragon's breath is only good for defending yourself from it. However, you keep ahold of it and unleash in the next fight and it will probably have more of an effect.

Exen Trik
- I do like the idea of making many of the powers situtational, although I think that targettin the level of the monster would probably be a bad idea.

Spending a Surge to store a power is written into the Enemy Skill keyword. After the encounter, you can spend a surge to store the power for the day. After an extended rest, you can spend a surge to store the power for another day.

I suppose if you guys want to work with me, we could try to overhaul it into something closer to the real thing. Interested?


RyvenCedrylle
Those actually sound like reasonable powers, that could probably be added in.
 

..

Well, I guess my question becomes; Are you trying to make it so that the Blue Mage can learn powers from other PCs; in other words, is this a deliberate feature you are trying to add? If so, WHY?

The characteristic of the Blue Mage is learning monster/enemy unique powers, not merely miming another teammates abilities (a possible Paragon path perhaps, to recreate the Mime class from FFT); besides which, there is an inherent imbalance to such an ability which stripps the class of one of its internal limiting factors, non-scalable powers. While I can see the argument and even FF precedent for allowing a Blue Mage to learn Magic Missle from a Drow opponent, allowing the player Blue Mage to learn the same from a party member has not such precedent, and will essentially make the BLue Mage an Uber class filled with every ability of every class ever used in a party, and all scaleable, as they would just re-learn the power when the party member levels again... Personally, I'd eliminate such a feature or ability altogether both for mechanical and flavor reasons.

A blue mage was only able to heal of his own blue magic only if he captured the ability to cure from a monster/opponent, not because there was another White Mage in the party. The blue mage is capable of being unparalleled in the possible versitility of their powers, and can potentially 'fill in' for fallen party members, but ONLY if they had exposure to the right mobs. By allowing them to learn from other party members, you are assuring that this "possibility" is automatic. And again, there would be no incentive to learn a non-scaleable mob power when they could more readily learn effectively scalable powers, with no risk, from their buddies.

The ability to learn from other PCs or even non-hostile npcs does not fit the class concept, and is the only thing requiring you to introduce your "learn and forget" method of blue magic, another non-conceptual fit. Eliminate one, and you can safely eliminate the other, and bring the class back to concept.

So, I guess how I'd do it is, let them learn, effectively, as many powers as they can permanently. This unparalleled 'diversity' is intrinsically limited by the difficulty in learning a worthy power, the non-scalable nature of the powers learned, and the actual availability of powers to be learned (which is set by the DM in the process of the campaign), and finally the lack of other internally learned class powers. Furthermore, what should be limited, like the Wizards of Old Editions, is not the number of options they have, but in how many different options they can utilize at a time. For this I'd simply say that, for example, a 1st level Blue Mage is limited to using a single Encounter Power during a particular encounter (just like everyone else, and ignoring racial bonus powers), even if they happen to know four such powers. Simply use the powers per level column already present for all classes to establish the baseline for the number of unique powers that the Blue Mage can manifest per grouping (at will, Daily, Encounter, and utility). This is not too disimilar to the spell book concept of old and new wizards, other than I'd suggest allowing the decisions to be made "on the fly", and resetting at each appropriate time phase (with At-wills being reset each encounter).

As implied in the preceeding, I'd eliminate all of the internal spells altogether; the Blue Mage has always been severely crippled in the absence of battle-won captured abilities. They should not receive automatic powers; that is one of the 'prices' paid for being in the class. I would change the capture powers to be "class features", like a Paladin's Lay on Hands or Cleric's "Divine Channelling" abilities, and make them available so many times per day based on either their Intelligence or Wisdom Modifiers, removing the current language regarding spending healing surges to extend the time they have access to the power. To reinsert the idea of expending healing surges, then you could allow, instead, the Blue Mage to exceed this limit by spending surges for additional attempts.

I would also add a minor (say +2) bonus to the learning rolls of particular groups of powers based on the 'tactics' of Blue Mage chosen; for instance giving the "Blue Warrior" character a +2 to their learning rolls for powers defined as "exploits" or otherwise obviously martial abilities, and give the bonus to Blue Wizards for learning Arcane or Divine spells. Just a momentary, on the spot, suggestion to help reinforce the distinction between the two 'types'.

Also, keep in mind that, since the powers being learned are not influenced by the Blue Mage's characteristics, this class is potentially less stat heavy than others, which is why I suggested the character's ability to learn powers is limited by a stat modifier, in addition to the actual learning roll itself. Perhaps, for balance's sake, use INT for the learning roll, but WIS for the number of times it can be attempted, both assignments of which are logical and consistent with their own definitions and use in the class.

Finally, I'd change the number of Healing Surges down to 6+ (especially since they no longer fuel the learning ability directly) which is more consistent with the Rogue and Warlock classes. Otherwise, the proficiencies and other abilities seem to be right on.

So, that is what I'd do with it, in a nutcase...er... shell :)
 

I suppose if you guys want to work with me, we could try to overhaul it into something closer to the real thing. Interested?
Of course!

Actually, I've been trying to make a 4e based final fantasy system since it started coming out (actually started messing around with the idea in 3.5) so I've given these matters a fair bit of thought already. I went the other way in terms of 4e compatibility though and aimed for a unique system. Haven't working on it much lately, but I'll probably get some big idea and come back to it later.

- The very idea of a blue mage is that you are versatile, but it comes at a cost. Your powers tend not to be as good as a specialist. I probably need to tone some of the powers down.
Just nerfing isn't going to be much of a fix, since many of the powers individually aren't so bad. Making a class go from too good at many roles to second best at many roles isn't better, they still need to have a specific purpose in combat.

Either limit it's powers to the role of a controller, or use Blue Mage Tactics to determine it's main role, and unlock the full effect of those powers within that role. A blue warrior may get marking with melee powers, a blue wizard would get greater damage, area and effects with controller spells. And you could also add a blue shooter, that could channel powers through a ranged weapon and increased damage and range, and a blue commander with increased defensive and healing ability.

- Most of the invented powers were placed in the weapon side of the class or in heroic tier. Although the addition of some monster powers as actually being selectable for permanent learning is interesting.
Despite being a more martial class than the other mages, melee powers were usually not their thing. There were always one or two like goblin punch and poison claw, but those had nothing to do with weapons. For an exception to this and some good examples of melee blue magic look at the final fantasy 11 blue mage. Here's a handy reference for it:
http://ffxi.allakhazam.com/db/spelllist.html?job=bluemage

As a note though, barring a few games, Aero has always been the province of a blue mage.
Aero was only a blue magic in 5 and 6, a white magic in 3, available to special jobs in a couple games, it belongs to the black mage in FF11 and is otherwise a general attack spell, so you can go any direction with it on that basis. But as a matter of aesthetics, if you plan to have a black mage with the series of fire blizzard and thunder spells, and if you add stone and water, why put aero/aera/aeroga somewhere else?

It's a basic line elemental attack spells, if you make a black mage that should really be part of it's shtick. If not, well I guess it does no harm to throw it in.

- I'm not sure where your going with integrating the blue magic mechanic. If you mean applying the power into a book and your can keep it openendedly, I'm not sure why.
By integrating I mean that right now you have a set of powers based on the blue mage's traditional magic that is gained like any other 4e power, and a separate system of learning enemy powers. Two halves of the basic blue mage idea, that don't work together to actually be that way.

You can go with something close to standard 4e with blue mage fluff thrown in, or a more complicated method that imitates the blue mage mechanics of other games, or somewhere in between. As long as it is simple and consistent you can manage to preserve both needed balance and flavor.

As best I can figure, the closest approximation to both the blue magic of the games and 4e mechanics is to have the classes various encounter, daily and utility powers be slots where you can learn any number of powers and choose which to use when you use that power. Learning these powers can be done in the same way as a wizard, gaining some automatically with level and with research, and also directly in combat. They can make a check to learn it if they see the power used, with a bonus if they are also effected by it.

The only way Blue Magic is going to seriously affect your resources is if you are trying to save every power you get.

...

Spending a Surge to store a power is written into the Enemy Skill keyword. After the encounter, you can spend a surge to store the power for the day. After an extended rest, you can spend a surge to store the power for another day.
Yeah I might have misread it a little, thinking the costs accrued more often. Even so, it crosses a line between resources management and power levels that should be done with great care if at all. It's more a matter of muddying the purpose of surges and powers, better to keep those peas and carrots separate. And borrowed strength is just odd with the large number of surges floating about, but at least it's only a daily power.

The more you point out the fact that all powers should be learned, the more I think it might be a valid idea, but I still worry over being able to duplicate an allies class by mastering his powers when he uses them.

As for which powers can be learned, almost anything qualifies. Eladrin Fey Step, Wizard's sleep, dragon's breath. If it requires an action to do it, it can be learned.

Recreating that weakness of the blue mage was in fact purposeful.

You are right that stealing the white dragon's breath is only good for defending yourself from it. However, you keep ahold of it and unleash in the next fight and it will probably have more of an effect.
Class features that are situationally underpowered or overpowered doesn't mean it ends up balanced, just unbalanced in two directions and hard to use. The ability to learn *anything* is a bad idea, and needs to be nixed. So too is trading away surges to use a power that may or may not be at all useful. Either have it spend a surge only when it is cast, still be used as a normal surge if needed, or take surges out of the equation completely.

I think that targettin the level of the monster would probably be a bad idea.
Well of course that wouldn't be balanced in this system. But you can break it down into a very basic theme: doesn't always work, but bypasses normal defenses. Having a large bonus to hit or stronger effect but only working if the result is a multiple of 2, 3, 4, or 5 is one way to do it. But even in that case, I would suggest not letting blue mages use them at all, save it for a calculator path or somesuch. But for that I'd probably use an entirely different mechanic anyways.
 

Learning Roll Question

Hi again;

I now have a question regarding the learning roll itself. The DC calcualtion makes sense, but what is unclear is what the PC gets to add to the roll to beat the DC.

Is the Blue Mage using the same knowledge skill that they used to identify the beastie to also make the roll? Or are they making an unmodified D20 roll? Or, is it an INT check?

I assumed, on first reading, that you'd use the appropriate Skill to make the learning roll, however, in such a case the DC seems too low to me, as a 10 INT Blue Mage will likely have a constant 50% chance of learning a power, which I think may be a little too low. A 'competent' Blue Mage (who should have a higher than 10 Int) will have an even easier time of it.

I guess it depends on what you end up going with on the powers side, but this might make it too easy. For example, if you are allowing the learning of any & every power seen/used by a mob, then you need to increase the difficulty of learning the powers a bit. If, however, you go with a reduced, finite list of powers capable of being learned, like in the FFXI version, then I think the DC 15+ should be about right. Afterall, we don't want to cripple the Blue Mage player any more than we want to hand them powers on a silver platter.

On the rolling side, consider the difference in what can be added and how it affects the chances of hitting a dc 15:

Skill Roll: Int Mod + 5 (Skill training) + 1/2 Level : At least 45% (down to 30% if a 16 INT or 20% if INT is 20) failure rate at first level.

INT Roll: Int Mod + 1/2 Level : 70% failure rate (down to 45% if a 20 Int).

D20 Roll: starting failure rate of 70%, and grows each even level by 5%, until a maximum 95% failure rate for a level 10 mob (if a natural '20' always suceeds at this roll, and assuming you dont add the level bonus of the character to the base roll).

Naturally, I think the base "D20 Roll" won't work, so I only put it out there as one of the possibilities for completeness' sake. The "Int roll" method might be best if you decide to allow all powers to be learned by the blue mage, and it helps allow for the individual Blue Mage's capabilities to impact the result. The "Skill Roll" method I think only works if you increase the DC, or you have a limited/restricted list of possible powers that can be learned from mobs.

Keep in mind that, for a first level character, a DC 15 is considered an "easy" task by the DMG for a Skill check, but a "moderate" difficulty for a Stat check. See page 42. I don't think that the Blue Mage's learning ability should be easier than "moderate", and if I remember FFVII's version correctly, I'd say "Hard" is more appropriate (although, to be accurate, a 4E campaign will not have the endlessly available random encounters seen in most of the pre-FFXI games, so the lower frequency of available encounters should be reflected by a lower difficulty in learning, hense my suggestion at setting a "Moderate" difficulty level DC for the task.)

Oh, in case I was unclear, by a 'restricted list' of available powers, I meant a defined list of what monster powers can be learned, NOT how many powers the Blue Mage can actually learn themseves.
 

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