Blue Mage

ff6shadow

First Post
Just cross posting another of my classes for some more visibility. This time, the Blue Mage, a class that wields both spells and weapons, with the ability to copy the abilities of it's foes and allies.

Thanks to WanderingMystic, we now have a PDF.
Blue Mage

Blue Mage

Role: Controller
Secondary: Any
Power Source: Arcane
Key Abilities: Charisma, Intelligence, Strength, Wisdom

Armor: Cloth, Leather, Hide
Weapon Proficiencies: Simple Melee, Simple Ranged
Bonus to Defense: +1 Reflex, +1 Will

Hit Points at 1st level: 12 + Constitution score
HP per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Trained Skills: From the list below, choose four.
Arcana, Athletics, Bluff, Dungeoneering, Nature, Perception, Religion, Streetwise
Class Features: Vast Knowledge, I Know That Trick, Blue Mage Tactics


Vast Knowledge
When making a skill check to identify an enemy, you gain a +2 bonus to the check. This increases to +4 at 11th level, and +6 at 21st level.

I Know That Trick
You have a +2 bonus to your defenses against any power or monster attack that you currently are able to use.

Blue Magic Capability
Each time you take a short rest, you may replace a power known with a power learned through an enemy skill power permanently. Powers can only be replaced with other powers with the same use, encounter for encounter and daily for encounter powers with a recharge. You may only use this ability on powers learned from enemies. Powers not reaplced this way are lost the beginning of the next encounter.

Book of Spells
Each time you take a short list, you may scribe a skill learned from an enemy into your spellsbook. When you take an extended rest, you may replace a power known with a power in your spellbook permanantly. Each spell scribed into your spellbook takes 1 page. Your spellbook has 20 pages and you may never have more than 1 book of spells.

Master of Many Skills
You gain access to the Master of Many Skills. Master of Many Skills encompasses multiple powers. Regarldess of how many different uses for Master of Many Skills, you may only use this feature a number of timres per day equal to your Wisdom modifier.

[sblock]Skill Talent
At-Will * Arcane, Enemy Skill
Witnessing your foe using his powerful attack, you manipulate the magic around you to duplicate it.
Immediate Reaction * Personal
Prerequisite: You must have successfully identified the type of creature using the attack.
Trigger: You are stuck by an encounter or at-will power, or are adjacent to a enemy using an encounter or at-will power.
Effect: Make a skill check using the skill associated with the triggering creatures type. The DC for this check is 20 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power that triggered it until you use this power again.[/sblock].

[sblock]Daily Talent
Daily * Arcane, Enemy Skill
As your foe unleashes his most powerful ability, you are studying it, ready to unleash it yourself.
Immediate Reaction * Personal
Prerequisite: You must have successfully identified the type of creature using the attack.
Trigger: You are stuck by an encounter power with a recharge or by a daily power, or are adjacent to an enemy using an encounter recharge power or daily power.
Effect: Make a skill check using the skill associated with the triggering creatures type. The DC for this check is 25 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power that triggered it until you use this power again.[/sblock]

Blue Mage Tactics
Choose one of the following options.
Blue Warrior: You gain proficiency with one military weapon of your choice and a +1 bonus to hit with one simple or military weapon of your choice.
Blue Wizard: You have the ability to use the wizard cantrips Light and Mage Hand.

Implements
A Blue Mage is able to use wands, rods, and staffs as implements.
 
Last edited:

log in or register to remove this ad

[sblock=New Keyword - Enemy Skill]When using a skill with this keyword, you typically gain the use of an ability that targeted you. If the ability is an at-will, you use it as an at-will. If it an encounter power without a recharge, you use it as an encounter power. If the ability is an encounter power with a recharge or a daily power, you gain the use of the power as an encounter power with recharge or a daily as appropriate. In the case of a power with recharge, it is expended like a daily and will only recharge for the duration of the encounter you first use it in.
-----When using a power stolen in this manner, you use the same attack bonus as the monster, modified only by temporary adjustments such as a power bonus to hit or Combat Advantage.
-----A stolen power occupies the same "slot" as the power that learned it. If you have the power Encounter Talent and you capture an eldarin's Fey Step, you may use Fey Step this encounter as an encounter power.[/sblock]
[sblock=At-Will Spells]Mystic Strike
At-Will * Arcane, Weapon
With a quick spell, you imbue your weapon with a small bit of magic to enhance it's accuracy.
Standard Action * Melee or Ranged Weapon
Target: 1 creature
Attack: Strength +1 vs. AC (Melee) or Dexterity +1 vs. AC (Ranged)
Hit: 1[W] + Strength modifier (melee) or Dexterity modifier (ranged) damage.
-----Increase to 2[W] + Strength modifier at 21st level.

Mystic Blast
At-Will * Arcane, Implement
Gathering your foes 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 power used by and enemy on a target within 5 squares of you since your last turn.

Lightning Burst
At-Will * Arcane, Implement. Lightning
You unleash a blast of thunder to clear your path.
Standard Action * Range 5 Burst 1
Target: All creatures in the burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier damage and the target suffers a -1 penalty to attack rolls until the end of your next turn.
-----Increase to 2d6 + Charisma modifier at 21st level.

Shockwave Strike
At-Will * Arcane, Weapon, Thunder
With a swing of your weapon, you throw your foes backwards.
Standard Action * Close Blast 2
Target: All creatures in the blast
Attack: Strength vs. AC
Hit: 1[W] and push the target a number of squares equal to your Intelligence modifier.
-----Increase to 2[W] at 21st level.[/sblock]

[sblock=1st Level Encounter Spells]Thundering Attack
Encounter * Arcane, Weapon, Thunder
You enhance your weapon with the power of thunder before you attack.
Standard Action * Melee or Ranged Weapon
Target: 1 creature
Attack: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged)
Hit: 1[W] + Strength (Melee) or Dexterity (Ranged) modifier thunder damage and the target is knocked prone and pushed 1 square.

Flash
Encounter * Arcane, Implement
You unleash a blinding flash of light.
Standard Action * Close Burst 5
Target: All creatures in the burst
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma damage and the target is blind until the end of your next turn.[/sblock]

[sblock=1st level Daily Spells]Double Slash
Daily * Arcane, Weapon
You use your magic to speed your weapon, enabling you to attack twice as fast.
Standard Action * Melee or Ranged weapon
Target: One or two creatures
Attack: Strength +2 vs. AC (Melee) or Dexterity+2 vs. AC (Ranged)
Hit: 1[W] + Strength modifier damage and the target suffers a -2 penalty to AC (save ends).
Miss: Half damage.

Trine
Daily * Arcane, Implement, Lightning
You unleash an expanding circle of electricity from yourself.
Standard Action * Close Burst 3
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier damage.
Miss: Half damage.[/sblock]

[sblock=2nd Level Utility Spells]Skill Duplication
Encounter * Arcane, Enemy Skill
With a touch, you steal knowledge from your target, allowing you to be as capable as they are.
Minor Action * Adjacent creature
Attack: Charisma vs. Will
-----Special: A willing target is automatically affected by this power.
Hit: Pick one of the target's skill modifiers. You may use modifier in place of your own for your next skill check using that skill until the end of the encounter or 5 minutes.

Elemental Ward
Encounter * Arcane
You just manage to erect a ward in time to protect yourself from an attack.
Immediate Interrupt * Personal
Trigger: You are struck by an attack with the fire, cold, lightning, thunder, or acid keyword.
Effect: You gain resistance to the triggering damage type equal to your Charisma modifier until the beginning of your next turn. If the power has multiple damage types, you gain resistance to one of them.

Just Close Enough
Encounter * Arcane, Teleportation
With a sudden teleport, you jump adjacent to an enemy so you can duplicate his ability.
Immediate Interrupt * Personal
Trigger: A creature within 3 squares makes an attack, or uses an at-will power or encounter power.
Effect: You may teleport up to three squares, and must end adjacent to the triggering creature. You may make a skill check using the skill associated with the triggering creatures type. The DC for this check is 25 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power that triggered this power until the end of your next turn.[/sblock]

[sblock=3rd Level Encounter Spells]
Flame Thrower
Encounter * Arcane, Fire, Implement
You unleash a blast of flame towards your foes.
Standard Action * Close Blast 3
Target: All creatures in the blast.
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage and the target suffers ongoing 5 fire damage (save ends)

Shocking Blade
Encounter * Arcane, Lightning, Weapon
You channel lightning through your weapon
Standard Action * Melee or Ranged Weapon
Target: One creature
Attack: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged)
Hit: 2[W] + Strength (Melee) or Dexterity (Ranged) lightning damage
-----Secondary Attack: Strength vs. Fortitude (Melee) or Dexterity vs. Fortitude (Ranged)
-----Hit: The target is dazed until the end of your next turn.[/sblock]

[sblock=5th Level Daily Spells]Mind Blast
Daily * Arcane, Implement
Picking your target, youn unleash a blast of psychic energy to disable your foe.
Standard Action * Range 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier damage and the target is stunned and slowed (save ends both).
-----Blue Wizard: Deal an extra 1d8 damage and the target is slowed (save ends) and stunned (save ends).
Miss: Half damage and the target is slowed until the end of your next turn.

Defenseless Blow
Daily * Arcane, Weapon
With a single attack of your enhanced weapon, you obliterate your opponent's ability to defend himself.
Standard Action * Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged)
Hit: 2[W] + Strength (Melee) or Dexterity (Ranged) modifier damage and the target suffers a -2 penalty to AC (save ends).
-----Blue Warrior: The penalty to Ac is equal to yur Intelligence modifier (save ends).
Miss: Half damage and the target suffers a -2 penalty to AC until the end of your next turn.[/sblock]

[sblock=6th level Utility Powers]Big Guard
Daily * Arcane
Channelling your power, you provide your allies with a magical defense.
Standard Action * Close Burst 5
Target: You and all allies within the burst.
Effect: All targets within the burst gain a +2 bonus to defenses and Resist 5 all until the end of the encounter.

Arcane Vitality
Daily * Arcane, Healing
You channel your power into yourself to restore your ability to fight on.
Standard Action * Personal
Effect: You may spend a healing surge. Add your Charisma modifier to the damage healed.

Warded Mind
Encounter * Arcane
You ward your mind just in time to protect you from an attack
Immediate Interrupt * Personal
Trigger: You are hit by an attack against your Will defense.
Effect: You gain a +2 bonus to your Will defense against the triggering attack.

Scan
Encounter * Arcane
With a quick spelll you are able to learn what attacks your foe is capable of.
Minor Action * Range 10
Target: One creature
Effect: You know all power available to the targetted creature. You gain a +2 bonus on skill checks made to learn powers from this creature.[/sblock]

[sblock=7th Level Encounter Powers]Aqua Breath
Encounter * Arcane, Implement
You open your mouth and unleash a wave of water to throw your foes back.
Standard Action * Close Blast 5
Targets: All creatures in the blast
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier damage and the target is pushed 3 squares.
------Secondary Attack: Charisma vs. Fortitude
------Hit: The target is knocked prone.

Flash Blade
Encounter * Arcane, Weapon, Radiant
Channeling radiant energy through your blade, you blind your opponent as your attack.
Standard Action * Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged)
Hit: 1[W] + Strength (melee) or Dexterity (ranged) radiant damage and the target is blinded (save ends).[/sblock]

[sblock=9th Level Daily Power]Aero
Daily * Arcane, Implement
You unleash a small tornado upon your enemies.
Standard Action * Range 10 Burst 1
Target: All creatures in the burst
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier damage and the target is pushed 1 squares from the center of the burst.
-----Blue Wizard: The target is instead pushed 2 squares.
Miss: Half damage.
-----Blue Wizard: Half damage and the target is pushed 1 square.

Shifting Tide of Battle
Daily * Arcane, Weapon
You strike at all nearby foes, using wind to push them where you need them to be.
Standard Action * Close Burst 1
Target: All creatures in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
-----Blue Warrior: You may slide the target 1 square. [/sblock]

[sblock=10th Level Utility Powers]Reactive Teleport
Daily * Arcane, Teleportation
After getting struck, you teleport away to protect yourself from further injury.
Immediate Reaction * Personal
Trigger: You are struck by an attack.
Effect: You teleport your speed.

Borrowed Strength
Daily * Arcane, Healing
You touch your ally and healing energy flows between you.
Minor Action * Melee Touch
Effect: You can give the touched ally up to three of your healing surges, and they may immediately use one of them or the touched ally can give you up to two healing surges and you may immediately use one of them.

Taste Some of Your Own Medicine
Daily * Arcane, Teleportation, Enemy Skill
Seeing your ally in danger, you swap places with him and take the attack, before reversing it towards your foe.
Immediate Interrupt * 6 squares
Trigger: An ally within range is hit by an attack
Effect:You and the ally swap places and you are automatically hit by the attack. You may make a skill check using the skill associated with the triggering creatures type. The DC for this check is 20 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power immediately, targetting the creature that triggered this attack.[/sblock]
 
Last edited:

[sblock=13th Level Encounter Spells]Black Blade Strike
Encounter * Arcane, Weapon, Necrotic
You channel the power of death through your weapon before you attack.
Standard Action * Melee Weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier necrotic damage and the target takes ongoing 5 necrotic damage (save ends).
-----Blue Warrior: You deal an addtional 1[W] damage and the ongoing damage is 10 (save ends).

Sour Mouth
Encounter * Arcane, Implement, Poison
You open your mouth and exhale a sickly burst of air that cripples those before you.
Standard Action * Close Blast 3
Target: All creatures in the blast
Attack: Charisma -2 vs. Fortitude, Reflex, and Will
-----Blue Wizard: You gain a +2 bonus to hit.
Hit (Fortitude): 1d6 + Charisma modifier poison damage and the target takes ongoing 5 poison damage (save ends).
Hit (Reflex): 1d6 + Charisma modifier damage and the target is immobilized (save ends).
Hit (Will): The target is dazed (save ends) and makes a basic attack against an adjacent ally.[/sblock]

[sblock=15th Level Daily Spells]Beta
Daily * Arcane, Implement, Fire
You let your inner power explode outward, incinerating everything within range.
Standard Action * Close Burst 5
Target: All creatures in the burst
Attack: Charisma vs. Reflex
Hit: 6d6 + Charisma modifier fire damage and the target suffers ongoing 5 fire damage (save ends).
Miss: Half damage and no ongoing damage.

Frost Strike
Daily * Arcane, Cold, Weapon, Conjuration
With a single hit, your freeze your opponent in a solid block of ice.
Standard Action * Melee
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier cold damage.
-----Effect: You conjure a block of ice that fills the opponents square until the end of your next turn. The target is immobilized and can't make attacks. Creatures outside the block cannot attack the target, and the sphere blocks objects and creatures attempting to pass through it.
-----The block is automatically hit by attacks, has 100 HP, and has Vulnerable Fire 5.
-----Sustain Minor: If your attack was successful, you can maintain the sphere. It deals cold damage equal to your Strength modifier.
Miss: 1[W] + Charisma modifier damage and the target is immobilized (save ends).[/sblock]

[sblock=16th Level Utility Spells]Pearl Wind
Encounter * Arcane, Healing
You unleash a healing wind to aid your allies
Standard Action * Close Burst 5
Target: All allies in the burst
Effect: You spend a healing surge and all targets regain HP equal to your healing surge value + your Charisma modifier.

Mighty Guard
Daily * Arcane
You erect a powerful set of defenses for your allies.
Standard Action * Close Burst 5
Target: You and all allies in the burst.
Effect: All targets gain a +2 bonus to defenses, +1 speed, and Resist 5 All until the end of the encounter.

Rippler
Encounter * Arcane
You reflect your foes effect right back at him.
Immediate Interrupt * Personal
Trigger: You would be affected by a status effect or ongoing damage.
Effect: You are not affected by the status effect and instead inflict the status effect on the triggering opponent.

Borrowed Defense
Encounter * Arcane
Reaching out, you simply borrow somebodies defenses.
Minor Action * Range 5
Target: One creature.
Attack: Charisma vs. Will
-----Special: A willing target may allow this target to automatically hit.
Effect: You duplicate one of the creatures special defenses, such as resistance to a damage type or immunity to a damage type. This effect lasts until the end of the encounter or 5 minutes.

Libra
Daily * Arcane
Weaving a symbol in the air, you gain instant understanding of your targets capability.
Minor Action * Ranged 10
Taret: One creature
Effect: You know everything there is to know about the targetted creature stats, including it's current HP. You ae considered to have identified it for the purpose of learning it's techniques. You gain a +2 bonus to skill checks to learn powers from this monster.
Sustain Minor: You may sustain this power until the end of the encounter. Each time your sustain this power, you may choose a new target for it.[/sblock]

[sblock=17th Level Encounter Spells]Laser
Encounter * Arcane, Implement
You fire a highly concentrated blast of magical energy at your foe.
Standard Action * Range 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier damage.
-----Blue Wizard: You instead deal 4d6 + Charisma modifier damage.

Revenge
Encounter * Arcane, Weapon, Reliable
Focusing on the punishment you've taken, you unleash a similar fury upon your foe.
Immediate Interrupt * Melee Weapon
Trigger: You are struck by a melee attack.
Attack: Strength vs. AC
-----Blue Warrior: you gain a +2 bonus to hit.
Hit: 1[W] + Charisma modifier damage and the target takes psychic damage equal to the amount of HP you are missing.[/sblock]

[sblock=19th Level Daily Spells]Aero 2
Daily * Arcane, Implement
You unleash a tornado upon your enemies.
Standard Action * Range 10 Burst 2
Target: All creatures in the burst
Attack: Charisma vs. Reflex
Hit: 5d8 + Charisma modifier damage and the target is pushed 3 squares from the center of the burst.
-----Blue Wizard: You instead push the target 6 squares.
Miss: Half damage and the target is pushed 1 square from the center of the burst.
-----Blue Wizard: You instead push the target 3 squares.

Limit Blow
Daily * Arcane, Weapon
Realizing your weakness, you unleash all your power in a single hit.
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is stunned until the end of your next turn.
-----Blue Warrior: You deal an additional 1[W] damage.
-----Special: If you are bloodied, this deals an additional 3[W] damage.
Miss: Half damage.[/sblock]
 
Last edited:

[sblock=22nd Level Utility Spells]White Wind
Daily * Arcane, Healing
You unleash a powerful healing wind to restore you and your allies ability to fight.
Standard Action * Close Burst 5
Target: You and all allies in the burst.
Effect: You spend 2 healing surges and all targets regain HP equal to you healing surge value + 5d6 + your Charisma modifier.

Angel Whisper
Daily * Arcane, Healing
You bestow a gift of life upon a nearby ally.
Immediate Reaction * Range 10
Trigger: An ally within 10 squares is reduced below 0 HP or died within the last 3 rounds.
Effect: The target is restored to life. They lose up 4 healing surges (Or all of them if they have less remaining), regain full HP, and are cured of all ongoing status effect.

I'll take That
Encounter * Arcane, Teleportation
You teleport across the battle field just in time to learn your newest attack.
Immediate Interrupt * Range 10
Trigger: An ally is struck by an attack.
Effect: You teleport adjacent to the enemy that struck your ally and can make a skill check using the skill associated with the triggering creatures type. The DC for this check is 20 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power that struck your foe 1 time in this encounter.[/sblock]

[sblock=23rd Level Encounter Spells]Bad Breath
Daily * Arcane, Implement, Poison, Necrotic, Psychic, Zone
Opening your mouth, you unleash a noxious cloud of gas that pervades the area
Standard Action * Close Blast 5
Target: All creatures in the blast
Attack: Charisma vs. Fortitude, Reflex, and Will
-----Blue Wizard: You gain a +2 bonus to hit with this power.
Hit (Fortitude): 1d6 + Charisma modifier necrotic damage and the target takes ongoing 5 poison damage (save ends), and is weakened (save ends).
Hit (Reflex): 1d6 + Charisma modifier poison damage and the target is immobilized (save ends) and blinded (save ends).
Hit (Will): 1d6 + Charisma modifier psychic damage and the target is stunned (save ends) and suffers a -2 penalty to saving throws (save ends).

Arcing Strike
Encounter * Arcane, Weapon, Lightning
You strike your foe, and the lightning arcs away to other foes.
Standard Action * Melee
Target: One creature
Hit: Strength vs. AC (Melee)
Hit: 2[W] + Strength modifier lightning damage.
-----Blue Warrior: You deal an additional 1[W] damage.
-----Secondary Targets: 2 creatures within 5 squares of the primary target.
-----Secondary Attack: Strength vs. AC (Melee) or Dex vs. AC (Ranged)
-----Hit: 1[W] + Strength (Melee) or Dexterity (Ranged) modifier lightning damage.[/sblock]

[sblock=25th Level Daily Spells]1000 Needles
Daily * Arcane, Implement
You rain 1000 needles down against your foe.
Standard Action * Range 20
Target: One creature
Attack: Charisma vs. Reflex
-----Blue Wizard: You gain a +4 bonus to hit
Hit: 6d6 + Charisma modifier damage.
-----Sustain Minor: The target takes an additional 3d6 + Charisma modifier damage (save ends)
Miss: Half damage.

Shadowed Blade
Daily * Arcane, Weapon, Necrotic
Like a shadow, you blade slips through your foes defenses and wounds his soul.
Standard Action * Melee
Target: One creature.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier necrotic damage and the target is weakened until the end of your next turn.
-----Blue Warrior: You deal an additional 1[W] damage and the target is weakened (save ends).[/sblock]

[sblock=27th Level Encounter Spells]Storm Cannon
Encounter * Arcane, Implement, Lightning, Thunder, Force
You unleash a thunderous blast of lightning and force to drive your foes back.
Standard Action * Close Blast 5
Target: All creatures in the blast
Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier lightning, thunder, and force damage and push the targets 2 squares.
-----Blue Wizard: You push the targets a number of squares equal to 2 + your Intelligence modifier.

Mindcrushing Strike
Encounter * Arcane, Weapon, Psychic
Your attack strikes at your foes mind instead of his body.
Standard Action * Melee weapon
Target: 1 creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier psychic damage and the target is dazed until the end of your next turn.
-----Blue Warrior: you deal an additional 1[W] damage and the target is dazed (save ends).[/sblock]

[sblock=29th Level Daily Spells]Aero 3
Daily * Arcane, Implement
You unleash a tornado upon your enemies.
Standard Action * Range 10 Burst 3
Target: All creatures in the burst
Attack: Charisma vs. Reflex
Hit: 8d6 + Charisma modifier damage and the target is pushed 4 squares from the center of the burst.
-----Blue Wizard: You push the target 8 sqaures instead of 4.
Miss: Half damage and the target is pushed 2 square from the center of the burst.
-----Blue Wizard: You push the target 4 sqaures instead of 2.

Black Blade of Disaster
Daily * Arcane, Weapon
You weapon literally vaporizes the foe as you attack.
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target suffers ongoing 10 damage (save ends). If the target saves it suffers ongoing 5 damage (save ends).
-----Blue Warrior: The target suffers ongoing 10 damage (save ends) and you can sustain this power.
-----Sustain Minor: The target takes 1[W] damage.
Miss: Half damage and the target suffers ongoing 5 damage (save ends).[/sblock]
 
Last edited:

Paragon Paths
[sblock=Blue Magus]Blue Magus
That's a pretty impressive ability you have there. Let me show you how it's really done.

Prerequisites: Blue Mage, Blue Wizard or Blue Warrior class feature.

You are a Blue Magus, a master of taking your opponents skill and turning it against them.

Blue Magus Path Features
Action Duplication (11th level): When you spend an action point, you gain 1 extra use of your Master of Many Skills power.
Skill Mastery (11th level): When using a power learned using the Master of Many Skills class skill, you gain a +1 bonus to attacks rolls and +4 bonus to damage with that power.
Fast Learner (11th level0: You gain a +2 bonus when making a skill check to learn a new power.
Suprising Retaliation(16th level): When you are first bloodied in an encounter, you may immediately use the power or attack that bloodied you as a free action.

[sblock=Encounter 11 - Mirroring Attack]Mirroring Attack
Encounter* Arcane, Implement
You instinctively understand the nature of your opponent's attack and return the favor.
Standard Action * Range 5
Target: 1 creature
Attack: Charisma vs. Reflex
Hit:3d6 + Chasiam 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 (save ends).[/sblock]

[sblock=Utility 12 - Talent Theft]Talent Theft
Daily * Arcane, Enemy Skill, Stance
Touching your ally gently on the shoulder, you draw forth the knowledge of his most power abilities and turn them to your own use.
Standard Action * Melee Touch
Target: Adjacent ally
Effect: Choose on of your allies class features. You gain the use of that class feature until the end of the encounter or 5 minutes.[/sblock]

[sblock=Daily 20 - Shadow Flare]Shadow Flare
Daily * Arcane, Implement
You invoke a dire explosion from with a nearby foe.
Standard Action * Range 10
Target: 1 creature
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier damage and the target is stunned (save ends).
-----Secondary Target: All creature adjacent to the primary target.
-----Secondary Attack: Charisma +2 vs. Reflex
-----Hit: 2d8 + Charisma modifier damage and the target is pushed 1 square away from the primary target.
Miss: Half damage and the target is dazed until the end of your next turn.[/sblock][/sblock]

[sblock=Azure Blade]Azure Blade
You may be better than me with that sword, but I've got a few tricks up my sleeve.

Prerequisites: Blue Mage, Blue Warrior class feature.

You are an azure blade, melding magic and melee together into a lethal art.

Azure Blade Path Features
Azure Action (11th level): When you spend an action point, you gain a bonus to damage equal to 1/2 your level to all attacks made this round.
Azure Riposte (11th level): An adjacent enemy who misses you with a melee attack takes damage equal to your Strength modifier..
Rebounding Assault(16th level): When you use your Second Wind, you may make an immediate attack with an at-will power. If this attack hits, you recieve a +4 bonus to your next attack.

[sblock=Encounter 11 - Quick Strikes]Quick Strikes
Encounter * Arcane, Weapon
You unleash with two rapid attacks.
Standard Action (Special) * Melee weapon.
Special: This attack can be used as an opporutnity attack.
Target: One creature
Attack: Strength +2 vs. AC, two attacks
Hit: 1[W] + Strength modifier damage per attack.[/sblock]

[sblock=Utility 12 - Resurgence]Resurgence
Daily * Arcane, Healing
You turn your magic inwards to heal your injuries.
Minor Action * Personal
Effect: You may spend a healing surge.[/sblock]

[sblock=Daily 20 - Arcane Strike]Arcane Strike
Daily * Arcane, Weapon
You charge your weapon with powerful magic, then strike with all of your might.
Standard Action * Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength and Charisma modifier damage. If this attack bloodies the foe, they take an additional 5d4 damage.
Miss: Half damage and no bonus damage for knockling the foe bloodied.[/sblock][/sblock]

[sblock=Cerulean Adept]Cerulean Adept
I may not be a wizard, but you are making a mistake if you underestimate me.

Prerequisites: Blue Mage, Blue Wizard class feature.

You are a Cerulean Adept, a path that seeks it's strength through the power of magic.

Cerulean Adept Path Features
Adept Qualifications (11th level): You are considered a wizard for the purpose of qualifying for feats and epic destinies.
Cerulean Dissapearance(11th level): When you spend an action point, you may teleport 5 squares before of after the action.
Magical Discharge(16th level): As long as you are capable of making opportunity attacks, two enemies within 2 squares of you take damage equal to your Charisma modifier at the end of your turn.

[sblock=Encounter 11 - Matra Magic]Matra Magic
Daily * Arcane, Implement
You unleash a burst of magical energy upon your foes.
Standard Action * Range 10 Burst 2
Target: All enemies within the burst.
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier damage.[/sblock]

[sblock=Utility 12 - Cerulean Mist]Cerulean Mist
Daily * Arcane, Conjuration, Psychic, Implement
You create a cloud or cerulean mist that alters the perceptions of those who pass through it.
Standard Action * Wall 6 within 10
Effect: You conjure a cloud of mist that consists of contiguous squares filled with deep blue mist. It can be up to 6 squares long and 4 squares high. The wall lasts until the end of your next turn. Any creature that begins it's turn adjacent to the wall takes 1d4 + Charisma modifier psychic damage. Any creature who passes through the wall takes 3d4 + Charisma modifier psychic damage, and considers his allies as enemies for the purpose of opportunity attacks and flanking and he must take all possible oppotunity attacks that his allies trigger (save ends). The wall is considered difficult terrain.
Sustain Minor: The wall persists.[/sblock]

[sblock=Daily 20 - Nova]Nova
Encounter * Arcane, Implement, Fire
You unleash a blazing pillar of fire around your loacation.
Standard Action * Close Burst 3
Target: All creatures in the burst.
Attack: Charisma vs. Reflex
Hit: 5d8 + Charisma modifier fire damage.
Miss: Half damage.[/sblock][/sblock]

Epic Destinies

[sblock=Mimic]Mimic
There is nothing you can't duplicate, and you want to duplicate everything.

Prerequisites: Blue Mage

As a mimic, you go where ever you need to to find something new to copy. Perhaps you possess an artifact that you guard, waiting for heroes and villains to come and try to take it so that you can copy their skills. Or maybe you live in a cave full of dangerous monsters, copying there abilities on a daily basis. Either way, you have the tendency to know the most suprising abilities, providing a never ending suprise in combat.

Route to Immortality
Immortality? That means even more time to find unique things to manipulate. Of course you're aiming for that. Of course, you're not much for doing things on your own. More likely you'll find a competent group of adventurers well on their way, and you'll tag along and duplicate their methods. No doubt this will lead you to one path of immortality or another.

Mimic Features
Perfect Mimicry (21st level): You are permitted to have on power learned from your allies permantently learned.
Expanded Skill Repertoire (24th level): You gain 2 extra uses of your Master of Many Skills class feature.
Mimic Mastery (30th level): You may spend a minor action to prepare for mimicy. Until the beginning of your next turn, you copy every power used within 10 squares of you. You copy even the method of targetting. For example, if a wizard targets a scorching burst 3 squares in front of him, after his attack is finished, you target a schorching burst 3 squares in front of you. If a ranger fires an arrow at a target 5 squares in front of him and 1 square to his left, you magically create an arrow and fire it at a square in the same direction 5 squares in front of you and 1 square to your left, making an attack if a creature is present in this location.

[sblock=Utility 26 - One Step Ahead of You]One Step Ahead of You
Encounter * Arcane, Enemy Skill
You take one look at an opponent, then charge up and hit him with HIS best attack.
Minor Action * Range 10
Target: One creature within range
Effect: Choose one of the creatures attacks or powers. Until the end of the encounter, you may use that power.[/sblock][/sblock]
 
Last edited:

Feats

[sblock=Heroic Feats]Improved Knowledge
Prerequisites: Blue Mage, Wis 13
Benefit: The bonus to defenses provided by your I Know That Trick class feature improves to +4

Knowledgeable Reinvigoration
Prerequisites: Blue Mage, Con 13
Benefit: When you use the Master of Many Skills class skill to successfully copy a power, you regain a number of HP equal to 1/2 your level.

Blue Adept [Multiclass]
Prerequisite: Charisma 13
Benefit: Choose a Blue Mage Tactics class feature. You are considered to have this class ability for the purpose of selecting paragon paths.
You gain the ability to use the Master of Many Skills class feature once per day. You may not permanently learn enemy powers.[/sblock]
[sblock=Paragon Feats]Blue Mage Durability
Prerequisites: Blue Mage Con 13, Wis 13
Benefit: You gain 2 additional healing surges.

Blue Warrior Mastery
Prerequisites: Blue Mage, Blue Warrior class feature
Benefit: You gain a +1 damage with a single weapon of your choice. Additionally, you gain a +2 feat bonus to skill checks made to learn melee powers and attacks.
Special: You may not have the feats Blue Wizard Mastery or Hybrid Style.

Blue Wizard Mastery
Prerequisites: Blue Mage, Blue Wizard class feature.
Benefit: You gain the ability to use one wizard cantrip as an at-will power. Additionally, you gain a +2 feat bonus to skill checks made to learn ranged powers and attacks.

Hybrid Style
Prerequisites Blue Mage
Benefit: You gain full benefit when using Blue Mage powers, as though you had both the Blue Wizard and the Blue Warrior class features.[/sblock]


Edit History

[sblock=07/22/08 - - 4:30 PM]-----First posting
-----Level 1 and 2 powers added.[/sblock]
[sblock=07/22/08 - - 6:00 PM]-----Changed Freezing Blast from Blast 5 to Blast 3
-----Added Dexterity options to all ranged weapon attacks.[/sblock]
[sblock=07/22/08 - - 7:00 PM]-----Added the text pertaining to the Enemy Skill keyword.[/sblock]
[sblock=07/22/08 - - 9:00 PM]-----Added the At-Will powers Shockwave Strike and Lightning Burst
-----Moved Ranged Talent and Melee Talent to At-Will Class Features.[/sblock]
[sblock=07/23/08 - - 5:30 PM]-----Changed Mystic Strike to only ever add +1 to hit.
-----Added 5th-9th level powers[/sblock]
[sblock=07/24/08 - - 3:00 AM]-----Added 10-19th level powers.[/sblock]
[sblock=07/24/08 - - 3:20 PM]-----Added epic powers
-----Modified the talents to work on a tier system as suggested.
[sblock]DC to learn an At-Will - 15 + 1/2 enemies level
DC to learn and Encounter - 20 + 1/2 enemies level
DC to learn a Daily or recharge - 25 + 1/2 enemies level.[/sblock][/sblock]
[sblock=07/25/08 - - 1:00 AM]-----Added a paragon path and an epic destiny[/sblock]
[sblock=07/26/08 - - 6:23 PM]-----Added two new paragon paths, the Azure Blade and the Cerulean Adept
-----Spelling corrections
-----Changed Black Blade of Destruction from 4[W] to 3[W]
-----Added the Utility Power 6 Scan
-----Added the Utility Power 16 Libra[/sblock]
[sblock=07/26/06 - - 10:48]-----Removed the section from Implements that added weapon or implement enhancment bonus to enemy skills.
-----Lightning Burst's attack penalty now lasts until end of your next turn.
-----Shockwave Strike is now a Blast 2 instead of a Blast 3
-----Elemental Ward now protects from a single element from the attack instead of all the elements.
-----Just Close Enough has been rewritten to work properly now.
-----Laser now does 3d6 damage instead of 4d6.
-----Spark Spin now does 5 ongoing fire damage.
-----Damage on all 5th level Daily powers was doubled.[/sblock]
[sblock=07/31/06 - - 10:00 PM]-----Increases Healing Surges by 2
-----Removed Insight from the Class skills
-----Added Bluff and Athletics to the class skills.
-----Changed the Range on Lightning Burst to 5 Burst 1
-----Moved Daily Talent from Daily 1 Spells to Daily 5 spells
-----Added the Power Baleful Blast to Daily 1.
-----Added the power Double Slash to Daily 1
-----Added the power Fearful Blade to Daily 5
-----Changed Aquabreath from pushing 4 to pushing 3
-----Removed the Miss effect from Encounter 7 Acid Blow
-----Added the power Searing Blade to Daily 9
-----Added the power Rain of Blades to Daily 15
-----Added the power Fanning the Flame to Encounter 13
-----Reduced the damage of Encounter 17 Earth Shaker from 5d6 to 4d6.
-----Changed the Encounter 17 power Earth Shaker to target you as well as all creatures in the burst.
-----Changed the Encounter 23 power Condemned to have a -2 penalty to the attack roll.
-----Changed the Dailoy 25 power 1000 Needles to deal 6d6 damage instead of 8d6, sustain for 3d6 instead of 4d6, and have a -3 penalty to saving throws to end the sustain effect.
-----Added the Daily 25 power Blinking Shadows
-----Changed the Encounter 27 power Nova to deal 4d8 damage instead of 6d8
-----Changed the Daily 29 power Doppleganger Attack to have a +2 to each attack.
-----Changed the feat Hybrid Style to offer a bonus to hit to Blue Wizards instead of a weapon proficiency.[/sblock]
[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.
-----Changed Azure Blade Daily 20 to deal 3[W] instead of 2[W][/sblock]
[sblock=8/30/08 - - 11:01]I completed a massive rewrite of the class based on suggestions from both Enworld and Gleemax. I removed about half of the powers and clearly differentiate benefits based on your chosen tactic. I moved several of the lost powers into the paragon paths. Further more, all ability to learn skills have been moved to class features and a multi-class character can only use this feature 1/day. I created a spellbook feature that can store up to 20 enemy "spells" for the blue mage for future use and permitted them to permanently learn enemy powers after a short rest if they copied them in the previous encounter. Alied powers can still be copied, but only for the encounter. Finally, since the ability to permanently learn powers was moved to the main class, I altered the Mimic Epic Destiny.[/sblock]
 
Last edited:

No comments on this at all? Nothing?

Surely somebody has something to say. Anyways, I've got a paragon path and and epic destiny up now.
 

You have alot of material here...well presented as far as formatting and post management.. You could use a spell check on the material tho.


As to the class itself... frst off, I don't have much expereince yet with the ruleset so I may be off in my analaysis..

It looks like this is the perfect Sword-Sage class and is hands down better than playing either a fighter or a mage...

I dont like the concept of the blue mage being able to duplicate *any* power, regardless of source. Perhaps limit to being able to duplicate only Arcane powers at first, then have feats/paths that open up duplicating 'natural' monster abilities.

I also think you need to have your first post explain how the blue mage schtick works with this class instead of forcing folks to read through the entire class description.


The level 29 power, Black Blade of Disaster, jumped out at me as being too much.

Maybe someone with a better eye for the 4e system will take the time to un-sblock some stuff here.
 

Yeah, I could use a spell check. And I'll knock 1[W] off of Black Blade of Disaster. Sound reasonable?

Any suggestions for making less of a "hands down better than a fighter or a mage"?
 
Last edited:

Skimming over it it seems to be rather strong, if only because it has such high versatility and isn't limited by role. Using enemy powers in any capacity is highly suspect as well. The powers individually don't seem to bad, none jump out at me as being too powerful, at least in a class with an appropriate role...

Is this intended to be compatible with 4e, or are you making a standalone Final Fantasy game? If it's the latter, balance is going to be an entirely different question.
 

Remove ads

Top