Learner PrC, v4
Behold, it is done!
Below you will find what I hope is the final version of the learner. The only thing that has changed from v3 is the spell system.
I think I have finally hit upon a spell system for blue spells that will work. Rather than writing out specific spells and tying them to monster abilities that may or may not fit, I have written out a system that will enable the learner to learn actual monster abilities as they stand. In addition, rather than forcing these abilities into a spell level system, I have modified the system to eliminate the need for blue spells to have set levels (they still have a level, but it is much easier to deal with than assigning a level to each blue spell): each blue spell a learner has learned has a spell level equal to the learner's level - 1.
Admittedly, the system is a little rough - each blue spell requires the expenditure of spell slots whose total spell level equals the CR of the creature the blue spell was learned from. There are a few issues, as some creatures have abilities whose spell level would be higher than their CR, but in most instances, I think it works out quite well.
I wrote out guidelines for converting monster abilities into guidelines, and I think I've got all the bases covered. I've also written out several examples of how this system works. All in all, it should take almost no time at all for a DM to convert a monster ability into a blue spell.
I think that this finalized version is workable. There are probably a few rough spots in it, but these are minor and could be worked out within the framework of the class as it stands.
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The Learner, v4
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.
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 (Nature) (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 CR of the creature the blue spell was learned from (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 Will save 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 learner succeeds, he learns the blue spell associated with that ability, so long as he has not learned his maximum number of blue spells.
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 Will save 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 Will saving throw 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 Will saving throw 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 Will saving throw to learn that ability.
Lore: Learners are well-versed in the nature of monstrosities. As such, he may make a special knowledge check with a bonus equal to his learner level + his Intelligence modifier to see whether he knows some relevant information concerning a monster or blue magic.
Code:
[color=white][b]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. 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 sacrifice 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 Will saving throw 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 Will saving throw 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 Will saving throw to learn that ability.
Peep (2nd level): At 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): At 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 he loses 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): At 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): At 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.
Continual Observation (10th level): At 10th level, the learner has mastered the art of being continually alert. He is therefore 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.
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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 CR of the creature the blue spell was learned from.
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 Focus or Material component.
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.
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.
Mind Blast
Universal [Blue]
Components: S
Casting Time: 1 action
Range: Personal
Area: 60-foot long cone
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Learned From: Mind Flayer - Mind Blast
Spell Slot Cost: 8
You unleash a mental attack that stuns all creatures within a 60-foot cone. All creatures within the cone must make a successful Will save or be stunned for 3d4 rounds.
Breath Weapon - Silver Dragon, Juvenile, Cone of Cold
Universal [Cold, Blue]
Components: S
Casting Time: 1 action
Range: Personal
Area: 40-foot long cone
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
Learned From: Juvenile Silver Dragon - Cone of Cold breath weapon
Spell Slot Cost: 10
You breathe forth a cone of frosty air, dealing 8d8 points of cold damage to all creatures within the cone; all creatures affected by the cone who make a successful Reflex save take half damage.
Trill
Universal [Blue, Sonic]
Components: S, V
Casting Time: 1 action
Range: Personal
Area: 100-foot radius circle, centered on learner
Duration: Concentration + 1d4 rounds (D)
Saving Throw: Will negates
Spell Resistance: Yes
Learned From: Frost Worm - Trill
Spell Slot Cost: 12
You emit a shrill noise that causes your foes to stand still. All creatures within the area of effect must make a Will save or be stunned while the learner concentrates on the spell and 1d4 rounds after. However, if atacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same learner's trill for 24 hours.
Alternate Form - Phasm
Universal [Blue]
Components: S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Learned From: Phasm - Alternate Form
Spell Slot Cost: 7
You can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on yourself (caster level equals learner's caster level), except that you do not regain hit poins for changing form. You can remain in your alternate form until you choose to assume a new one, return to your natural form, or the duration of the spell ends.
Curse of Lycanthropy - Wereboar
Universal [Blue]
Components: S
Casting Time: 1 action
Range: Touch
Target: Creatures attacked
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Learned From: Wereboar - Curse of Lycanthropy
Spell Slot Cost: 4
When you strike a humanoid or giant, the creatures you strike must make a successful Fort save or contact lycanthropy.
Whirlwind Blast
Universal [Air, Blue]
Components: S
Casting Time: 1 action
Range: Personal
Area: 20-foot line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Learned From: Bralani - Whirlwind Blast
Spell Slot Cost: 6
You attack with a scouring blast of wind, dealing 3d6 points of air damage to all those within the area of effect; a successful Reflex save halves this damage.