GnomeWorks
Adventurer
Well, assuming that we start over with approvals/vetoes with each revision
, that's one out of three...

Would that be the correct "bluification"?Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.
Knight Otu said:Would that be the correct "bluification"?
Aboleth’s Enslave
...
Arbiter of Wyrms said:I only just came across your project here, and I have to say that I REALLY like this. I've only just skimmed the details, though, so I don't really understand the spell level cost in casting blue magic, so I'm going to go back an look at that more closely. Anyway, neat concept, and it looks like you've already put in some impressive work and thought on this. Thanks for sharing.
GnomeWorks said:The Learner, v5
LEARNER (Blue Mage)
The learner – sometimes called a ‘blue mage’, for their practice – is perhaps one of the more eccentric occupations available in the world. Unlike any other group, the learners gain their abilities not from training or knowledge, but from experiencing them at the hands of monsters.
What is a blue mage? That is hard to say.
There is no such thing as an archetypal learner, for each one is different. Each comes to the art of blue magic in their own ways, and each studies it in their own fashion. Though they are far different from each other, they share one common bond... the desire to research and learn more.
NPC learners are usually found in areas rich in monsters, looking for new blue spells to learn.
Hit Die: d6.
REQUIREMENTS
To qualify to become a learner, a character must fulfill all the following criteria.
BAB: +4.
Skills: Knowledge (arcana) 6 ranks, Knowledge (nature) 6 ranks.
Feats: Endurance.
Spells: Able to spontaneously cast at least 2nd-level arcane spells.
CLASS SKILLS
The learner’s class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowlege (The Planes) (Int), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Additional Level: 4 + Intelligence modifier
Code:[color=white][b]TABLE L-1: THE LEARNER Fort Will Ref Lvl BAB Save Save Save Special Spells Per Day[/b] 1 +0 +0 +2 +0 Observation, Lore, +1 level of existing class Lancelet 1/day 2 +1 +0 +3 +0 Peep +1 level of existing class 3 +2 +1 +3 +1 4 +3 +1 +4 +1 Conversion +1 level of existing class 5 +3 +1 +4 +1 Lancelet 2/day +1 level of existing class 6 +4 +2 +5 +2 Scan 7 +5 +2 +5 +2 +1 level of existing class 8 +6 +2 +6 +2 Resistance +1 level of existing class 9 +6 +3 +6 +3 10 +7 +3 +7 +3 Continual Learning, +1 level of existing class Lancelet 3/day[/color]
CLASS FEATURES
All the following are class features of the learner prestige class.
Weapon and Armor Proficiency: Learners gain no new proficiencies.
When in light armor, a learner does not suffer from arcane spell failure when casting spells with the Blue descriptor.
Spells per Day (1st/2nd/4th/5th/7th/8th/10th levels): At the indicated levels, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of learner to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before he became a learner, he must decide to which class he adds each level of learner for the purpose of determining spells per day.
Blue Spells: In addition to his normal arcane spells, the learner also gains the ability to learn spells with the Blue descriptor. These are special spells that are learned from observing or being subject to monster abilities (see Observation, below).
A learner can know a number of blue spells equal to his Intelligence score + his learner level. At every second learner level, he can lose a known blue spell to make room for an "unlearned" blue spell (see Observation, below).
To cast a blue spell, a learner must expend spell slots whose total spell level equals the spell slot cost of the blue spell [the spell slot cost is described below]. (0th-level spell slots count as 1/2 level for purposes of casting blue spells).
Observation: The primary way that a learner learns blue spells is through observation. As a standard action, a learner can watch the creatures within Close range (25 feet + 5 feet/2 learner levels). If any of them should use an Su or Sp ability until the learner’s next action, the learner may attempt to learn the blue spell associated with that ability.
In order to learn the blue spell, the learner must make a Knowledge check against the Su or Sp ability’s saving throw DC. If it doesn’t have one, the DC to learn the ability is 10 + one-half the monster’s HD + the monster’s Charisma modifier (if the modifier is less than +0, it is considered +0 for purposes of learning). If the learner succeeds, he learns the blue spell associated with that ability, so long as he has not learned his maximum number of blue spells.
The specific Knowledge check depends upon the type of the monster the ability is being learned from.
Code:[color=white][b]TABLE L-2: KNOWLEDGE CHECKS Knowledge (...) Monster Types[/b] Arcana constructs, dragons, magical beasts, undead Dungeoneering aberrations, oozes Nature animals, fey, giants, humanoids, monstrous humanoids, plants, vermin The Planes elementals, outsiders[/color]
If he does not have an available blue spell slot, he can still learn the spell, though it remains an "unlearned" blue spell until he does so. To learn the spell, he must swap out a blue spell (see Blue Spells, above). A learner can only retain a single "unlearned" blue spell at a time, and if he would have two "unlearned" blue spells, he must choose which one he will retain. Such "unlearned" blue spells are not on his spells known list and therefore cannot be cast.
If the learner fails, he does not gain the spell. However, the next time he attempts to learn that spell in the same combat, he gets a +1 competence bonus on his Knowledge check to learn the spell for each time he has failed.
If the learner is attacked with an Su or Sp ability while observing, he gets a +4 bonus on the Knowledge check to learn that ability.
If the learner is observing, and a monster currently affected by Lancelet uses an Su or Sp ability, the learner gets a +4 bonus to the Knowledge check to learn that ability.
If the learner is attacked with an Su or Sp ability by a monster currently affected by Lancelet while observing, the learner gets a +8 bonus to the Knowledge check to learn that ability.
[color=white][b]TABLE L-3: LORE
DC Type of Knowledge Examples[/b]
10 Common, known by at least a The existence of lycanthropes; more
substantial minority of the local common blue spells.
population.
20 Uncommon but available, known The nature of angels and eladrins;
by only a few people in the area. unusual blue spells.
25 Obscure, known by few, hard to The history of a race of monsters;
come by. powerful blue spells.
30 Extremely obscure, known by The history of an ancient, lost race;
very few. blue spells learned from extinct species.[/color]
A successful lore check will not reveal the powers of a magic item related to blue magic but may given a hint as to its general function. A learner may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
A learner can make a Lore check to determine what blue spells can be learned from a given monster; the DC is equal to 10 + the monster’s HD.
Lancelet: As a ranged touch attack, a learner can magically tag a monster; the monster must be within Close range (25 feet + 5 feet/2 learner levels) and the learner must succeed at a ranged touch attack. This arcane tool allows the learner to learn any Su or Sp abilities the monster uses while it is affected by the Lancelet, regardless of its distance from the learner. In order to use the Lancelet, the learner must expend a spell slot of any level; the Lancelet lasts for 1 round + 1 round/spell level. Each round the creature is affected, it may make a Fort save against a DC of 10 + learner level + learner's Wisdom modifier to cancel the effects of the Lancelet, negating it.
Effects that prevent the creature from being scryed also prevent the Lancelet from affecting it.
This ability is usable once per day at 1st level, and once more per day every five levels after that (twice a day at 5th, three times a day at 10th, etc).
If the learner is observing, and a monster currently affected by Lancelet uses an Su or Sp ability, the learner gets a +4 bonus to the Knowledge check to learn that ability.
If the learner is attacked with an Su or Sp ability by a monster currently affected by Lancelet, he gets a +4 bonus on the Knowledge check to learn that ability.
If the learner is attacked with an Su or Sp ability by a monster currently affected by Lancelet while observing, the learner gets a +8 bonus to the Knowledge check to learn that ability.
Peep (2nd level): The learner gains the ability to judge an opponent’s or monster’s capabilities. As a standard action, the learner makes a Sense Motive check, opposed by the target’s Bluff check. If the learner succeeds, he determines the target’s current BAB, AC, and hit points. If the learner fails, he cannot attempt to use this ability on that opponent again for the rest of that day.
Effects that prevent the creature from being scryed also prevent the learner from using Peep on it.
Conversion (4th level): The learner has mastered the art of converting his arcane energy into a shield to enable him to survive the abilities of monsters. In effect, he gains a DR equal to his Wisdom modifier. Each time this DR prevents damage, he loses spell slots whose total spell level is equal to the amount of damage the DR prevented (0th level spells count as half a level); the learner chooses the spell slots he expends in this way. If the learner has no spell slots of a level higher than 0th, he loses this DR. Each time he is dealt damage, the learner chooses whether or not to activate this ability.
A learner suffers no adverse effects from losing spell slots in this way.
Scan (6th level): The learner has become adept at judging his opponents and monsters. As a standard action, the learner makes a Sense Motive check, opposed by the target’s Bluff check. If the learner succeeds, he determines the target’s current BAB, current and max hit points, AC, current saving throw bonuses, and any spells the target is currently affected by. If the learner fails, he cannot attempt to use this ability or Peep on that opponent again for the rest of that day.
Effects that prevent the creature from being scryed also prevent the learner from using Scan on it.
Resistance (8th level): The learner begins to become more resistant to conditions that would impede him and his ability to learn. He gains a +2 resistance bonus on saving throws against the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
Meh. I don't know what to think.Continual Observation (10th level): The learner has mastered the art of being continually alert. He is now considered observing at all times, and he does not need to take a standard action to observe; however, the maximum range for continual observation is 5 feet/2 learner levels.
The learner can still observe as a standard action.
Blue Spells
Gaining a blue spell is detailed in Observation, above.
Casting a Blue Spell
All blue spells take a standard action to cast. During the casting process, the learner chooses what spell slots to expend; the total spell level of the spell slots expended must be equal to or greater than the spell slot cost of the blue spell.
A blue spell is the exact same ability as the ability the monster it was learned from used. For instance, the mind blast cast by a learner who learned it from an illithid will function exactly like the illithid's mind blast ability. Only (Su) and (Sp) abilities can be learned as blue spells; however, Sp abilities can only be learned if the ability's entry's name is "<Ability Name> (Sp)", and they cannot be learned if they are listed under "Spell-like Abilities", "Spells", or "Psionics" (for example, a mind flayer's mind blast or an aasimar's daylight ability can be learned, as they are listed as "Mind Blast (Sp)" and "Daylight (Sp)"). In addition, the learner cannot learn blue spells that summon creatures (for example, a learner cannot learn summon tanar'i or summon slaad).
All blue spells have a Somatic component; blue spells that deal with sonic energy also have a Verbal component. No blue spells have a Material component. If the monster created the effect using a specific item (a grig's Fiddle, a trumpet archon's Trumpet), the learner must have taken that item from the monster, and requires it as an Arcane Focus for the spell.
Blue spells that do not have a definite duration listed in their description, or that are continuously active, last for 1 round/caster level when cast. If the monster's ability is dependent upon the monster doing something (a frost worm's trill), then the learner must concentrate on the spell to maintain its effect. If the monster can only use a certain ability a certain number of times per day, or if it must wait to use it again (a dragon's breath weapon, a tiefling's darkness), the learner ignores these restrictions.
All blue spells count as having a spell level equal to the learner's learner level - 1. Spell level only affects a blue spell's saving throw DC; it is also used for purposes of spells that reflect or negate spell levels, such as globe of invulnerability or spell turning.
If a blue spell has an effect that is based upon the monster's HD, use the learner's caster level as his HD.
If a blue spell has a specific range listed in its description, the learner uses that range; otherwise, all blue spells have a range of Close (25 feet + 5 feet/2 caster levels). If a monster's ability originates from the monster itself (a mind flayer's mind blast, a frost worm's trill), then the blue spell has a range of Personal. Blue spells that depend upon touch or an attack have a range of Touch.
If a blue spell allows for a saving throw, the learner sets the saving throw at 10 + blue spell's effective spell level + the learner’s Charisma modifier.
If a blue spell has a condition to be used that the learner could not meet (a bralani's whirlwind blast, a lycanthrope's curse of lycanthropy), he ignores such restrictions; however, if the ability depends upon a certain attack form, however, the learner must still attack the target (a lycanthrope's curse of lycanthropy requires an attack with a certain attack form of a hybrid or animal form of the lycanthrope; when the learner uses curse of lycanthropy, he does not need to be in the animal or hybrid form or use the attack form mentioned, but he must still make an attack).
All blue spells are arcane spells that are part of the Universal school. All blue spells that directly affect creatures allow for Spell Resistance.
A blue spell's spell slot cost is determined as follows.
Code:[color=white][b]TABLE L-4: SPELL SLOT COST Step Formula[/b] 1 CR 2 (Monster's Charisma - CR) - (Learner's Learner Level - 1) Only if greater than CR; minimum cost is CR 3 Caster Level - (Learner's Learner Level - 1) Only if greater than Step 2; minimum cost is CR[/color]
Blue spells cannot be countered. Blue spells are affected as normal spells by dispel magic and anti-magic field, as well as similar spells.
To apply metamagic spells to a blue spell, you must expend spell slots whose spell level equals the spell levels added to the spell (for instance, to quicken a blue spell, you must expend additional spell slots whose total spell level equals 4).
Blue spells cannot be used to make standard magic items.
Blue Spell Examples
Below are listed several examples of what a blue spell would look like, as well as how they would function. For spell slot costs, notation is (base cost - [learner level - 1] / minimum cost).