Blue Mage
Those who contain the spark of Blue Magic may live their entire lives without realizing it. Until they are struck by the force of a spell and feel the spell imprinting upon them, they live as mundane, ordinary lives as others. From that moment on, the Blue Mage absorbs the energy of any spell cast upon them, learning the spell and fueling their power. For some Blue Mages it becomes an obsession trying to gain as many abilities as possible facing down more and more dangerous beasts, for others they take it slow and pick and choose the best times to take down a fierce opponent, waiting for just the right moment to strike.
Source: Homebrew
Alignment: Any
Hit Die: d8

Role
Blue Mages tend to find their way into being adventurers, traveling the world alone or as part of a group, due to the fact that their arcane talents must be gleamed from battle. They tend to pick up an ability and then spend weeks or even months learning to master it as well as the creature they slay for the ability, some even going as far as to mimic the creatures habits. They become very versatile casters though no blue mage will ever be exactly the same.

Starting Wealth
The following table lists the starting gold piece value for blue mage characters. In addition, each character begins play with an outfit worth 10gp or less.
4d6 x 10
Class Skills
The Blue Mage's class skills are Acrobatics (Dex), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).

Skill Ranks per Level
2 + Int modifier

Table: Blue Mage
3/4 BaB, Good save progession Reflex, Bad save progression Will/Fortitude
Table: Max Blue Spells Active
Level 1 2 3 4 5 6
1 2
2 3
3 4
4 4 2
5 4 3
6 4 4
7 5 4 2
8 5 4 3
9 5 4 4
10 5 5 4 2
11 6 5 4 3
12 6 5 4 4
13 6 5 5 4 2
14 6 6 5 4 3
15 6 6 5 4 4
16 6 6 5 5 4 2
17 6 6 6 5 4 3
18 6 6 6 5 4 4
19 6 6 6 5 5 4
20 6 6 6 6 5 4

Class Features
All of the following are class features of the blue mage.

Weapon and Armor Proficiency
A blue mage is proficient with all simple weapons, plus the sap, shortsword, longsword, rapier, and scimitar. A Blue Mage is also proficient with light armor. He can cast all spells learned through blue magic and blue mage cantrips without incurring the normal arcane spell failure chance. Like other spellcasters, a blue mage wearing medium armor, heavy armor or a shield attempting to cast a arcane spell with a somatic component incurs a spell failure chance.

Blue Magic Pool (Su)
At 1st level, the blue mage gains a pool of magic points that he can draw upon to use his abilities and spells refered to as MP. The blue mages MP is equal to the mage's level + his Intellegence modifier. The pool refreshes once per day after a long rest.

Blue Magic
Beginning at 1st level, the only way a Blue Mage can learn new spells is to experience them. He does not learn new spells as he grows in level (though his cantrips are unaffected). When a spell, is cast on him by an aggressive opponent with class levels, and you experience any effect of the spell, you may learn that spell as a reaction. He does not learn a spell if he is required to make a saving throw, succeeds, and the spell has no effect on him. He may forget a spell by concentrating on it for 1 round. A blue mage's spell is learned at one spell level higher than the lowest possible spell level than it can be cast by any class. For Example, Acid Splash would be a first level spell because it is a zero level for every class, but Haste would be a third level spell because summoners can get it at second level even if the blue mage learns it from a sorcerer.

To learn, or cast a spell a Blue Mage must have a Intellegence score to at least 10 + the spell level. The Difficulty Class for a blue mage's spell is 10 + the spell level + the blue mage's intelligence modifier.

A blue mage can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he recives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table.)

A Blue Mage may have an active list of spells based on the Max Blue Spells Active table. If the blue mage were to learn a spell but not have any more available active blue spell slots he may mark the spell as inactive, unable to cast it until a slot is freed due to a level up or forgetting a spell. The blue mage may only move a spell from inactive to active after a long rest, but he may never move a spell from active to inactive.

Cantrips
A Blue Mage can pick two of the following cantrips as bonus spells. The spells are cast like any other spells but are not expended when cast and may be used any number of times per day.

Blue Arcane Bolt
School evocation [force]; Level 0
Casting Time 1 standard action
Components V, S
Range Short (25 ft. + 5 ft./2 levels)
Duration instantaneous
Saving Throw None; Spell Resistance yes
You launch a bolt of magical energy that follows its target before exploding on them. You must succeed on a ranged touch attack with the spell to deal damage to a target. The bolt deals 1d4 + your Intelligence modifier points of force damage.

Blue Flame-Blade
School Transmutation [fire]; Level 0
Casting Time 1 standard action
Components V, S
Range Touch
Duration 1 round/level
Saving Throw Will negates (Harmless, Object); Spell Resistance yes (Harmless, Object)
You imbue a bladed weapon with magical fire energy. Your weapon is now treated as a fire weapon of its usual weapon type. This effect only works on a melee weapon that does piercing or slashing damage. The damage is increased by + 1 at caster level 5, 10 and 15.

Detect Magic
School divination; Level 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

Greater Acid Splash
School conjuration (creation) [acid]; Level 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell Resistance no
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d4 points of acid damage. If the attack is successful the acid remains in one five foot square your target occupies. At the beginning of your next turn the acid deals 1d4 points of damage to any creature that occupies that square then diappears.

Greater Resistance
School abjuration; Level 0
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +2 resistance bonus on saves.
Greater Resistance can be made permanent with a permanency spell.

Ray of Enfeeblement
School necromancy; Level 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance yes
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per four caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

Greater Daze
School enchantment (compulsion) [mind-affecting]; Level 0
Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 6 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
This spell clouds the mind of a humanoid creature with 6 or fewer Hit Dice so that it takes no actions. Humanoids of 7 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Disguise Self
School illusion (glamer); Level 0
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level (D)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you.
You could add or obscure a minor feature or look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets
a Will save to recognize it as an illusion.

Lancet (Ex)
At 1st Level, a Blue Mage can delve into the essence of a a creature and absorb a part of it. You may spend a bonus action to make one creature within 30 feet of you make an ability save (your choice of Int, Wis or Cha) once per combat encounter. If they fail, you learn a Spell-Like Ability, Extraordinary Ability, Supernatural Ability, natural melee attack, or damage resistance of his choice from the targeted creature at the end of combat if the the target died.It is possible to learn something you already knew from the same target. Abilities learned from different targets that share the same name and effects are overwritten based on the most powerful version learned. For example: a Red Dragon Wyrmling's Fire Breath is overwritten if the blue mage learns Fire Breath from an Adult Red Dragon. DM has authority to bar any ability that monsters have from blue mages.
Lancet is considered non-magical and you must be able to see the target when used. You can use this ability 1/Day at 1st level, and an additional time per day at 4th level, 8th level, 11th level and 17th level
Ability Rules
Setting a Ability that has a positive effect lowers max MP by an amount equal to the power of the ability (DM Discretion). Setting a feature that has a negative effect, like anti-magic susceptibility, increases max MP.
Abilities that are activate use cost MP to activate whereas abilities that are always active will decrease a blue mages daily maximum.
When a creature's natural weapon (fist, bite, etc) is used by the blue mage for an attack, blue mage may attack with his weapon of choice instead. This replaces the properties of his weapon with the properties of the monsters natural attack.
Abilities that negate the blue mage's ability to regain hit points, instead reduce the amount of healing done to the blue mage by half, rounded up.
Abilities that regenerate hit points without any other activation requirements only activate once the blue mage's hit points drop to 25% or lower and stop once the blue mage's hit points increase beyond 25%. The blue mage cannot use natural healing while unconsious.

Indigo Infusion (Su)
At 1st Level the Blue Mage has the ability to change any equipment in his possession to blue. This takes 1 minute of undisturbed concentration to complete. This change is not permanent; when the item in question leaves the blue mages possession or when he dismisses the infusion, it returns to normal color in 1d4 rounds. This has no effect other than the items appearance.

Sapphire Scan (Su)
At 2nd level, as a swift action, the blue mage can scan a creature within 60ft to learn one spell-like or supernatural ability that it has that he can attain via lancet. A creature can resist the effect by making a Will save (DC 10 + 1/2 blue mages level + Int Mod). The Blue Mage can attempt this once per blue mage level and no more than once a round.

Blue Mage MP Burns
As he gains levels, a blue mage learns different way to apply his MP to ehance his own magical talents. Starting at 3rd level, a blue mage gains one MP burn. He gains an additional MP burn for every three levels of blue mage after 3rd. Unless specifically stated in the MP burn's description, a blue mage cannot select a particular MP burn more than once.

Spellblade Training
A blue mage with this MP burn may choose one magus arcana (using his MP as the Magus's Arcane Pool). The blue mage must be at least 6th level to select this MP burn and can select it again at 12th and 18th choosing a different magus arcana each time.

Analysis
This MP burn grants skill focus to one knowledge skill as a bonus feat. In addition, the blue mage can choose to reroll the knowledge skill he has skill focus in by spending an MP point (before results are given) but must take the second result even if its lower. This MP burn can be taken multiple times but a new knowledge skill must be chosen each time.

I Know That Trick
A blue mage with this MP burn may, as a swift action, spend an MP point to gain a +2 on a saving throw vs any spell or Spell-Like ability that the blue mage knows for 5 rounds. The blue mage may spend additional MP to gain additional +2's to a maximum of +6

Book Burner
The blue mage with this MP burn can, over the course of an hour, attempt to absorb the contents of a spell scroll. At the end of the hour, he must make a spellcraft check (DC 20 + spell's level), if successful the blue mage may add the spell as if he learned it from an enemy caster (following the same rules about spell level). Whether successful or not the scroll is consumed in a flash of fire. All spells learned in this way decrease the blue mage's MP by the spell level learned +1 while the spell is on the blue mages active list.

Attuned
The blue mage can spend an MP to find out one of the following: a creatures current hit points, damage reductions and resistances, weaknesses, movement speeds or immunities. The creature can resist the effect by making a Will save (DC 15 + Blue Mage level + Int modifier) The blue mage can spend additional points to learn additional things.

Studied Victim
The blue mage with this MP burn learns how to use his knowledge on the field of battle to use. The blue mage can, as a standard action, spend a MP point to make a knowledge check based on the creatures type (DC 12 + creature's HD) If successful the blue mage gains a +1 circumstance bonus on all melee attack rolls and spell attacks against that creature for 1 minute. The bonus increases by an additional +1 for every five points the blue mage exceeds the DC to a maximum of +6

Spell Tuning
When the blue mage casts a spell with an AoE he may spend a MP point to exclude one creature from it. The blue mage may spend additional points to exclude additional creatures from the spell.

Magical Mastery
The blue mage may select a metamagic or item creation feat as a bonus feat. The blue mage must still meet all prerequisites for the bonus feat including caster level minimums. This MP burn can be taken multiple times.

Silent Magic
The blue mage may spend an MP point to cast a spell as if it were affected by the silent spell metamagic feat. This does not increase the level of the spell.

Still Magic
The blue mage may spend an MP point to cast a spell as if it were affected by the still spell metamagic feat. This does not increase the level of the spell.

Versatile Casting
The blue mage with this MP burn may spend an MP point to change a cone into a line that is twice and long or a line into a cone that is half as long.

Focused Explosion
A blue mage with this MP burn can focus the entire might of an AoE spell on a single target by spending 2 MP points. This increases the DC of the spells save by +4 but it only affects a single target.

Maximized Magic
The blue mage may spend 3 MP points to cast a spell as if it were affected by the maximized spell metamagic feat. This does not increase the level of the spell.

Quickened Magic
The blue mage may spend 3 MP points to cast a spell as if it were affected by the quickened spell metamagic feat. This does not increase the level of the spell.

Shield Proficiency (Ex)
At 4th level, the Blue Mage gains proficiency in light shields and is able to wear them without incuring spell failure chance. This Training does not extend to Heavy or Tower shields

Bonus Feats
At 5th, 10th, and 15th the blue mage gains a bonus feat in addition to those gained by normal advancement. these bonus feats may be selected from Combat, Item Creation or Metamagic feats. He must meet the prerequisites for the feats as normal.

Cerulean Invocation (Su)
At 7th level the blue mage can invoke a creature to use it's spell-like or supernatural ability. The blue mage must know what the creature possesses for abilities by using the Sapphire Scan ability. If the creature has more than one ability, the blue mage can decide which one he wants the creature to use. The creature gets to make a Will save (DC 10 + blue mage level + Intellegence modifier) to negate this ability. This ability has a range of 60ft and requires a move action which doesn't provoke attacks of opportunity.
At 14th level, the blue mages ability to invoke a creature to use its ability becomes a swift action.

Smart under Pressure (Ex)
At 8th level Blue Mage can take 10 on all knowledge checks while in combat

Armored Mage (Ex)
At 11th level, the Blue Mage gains proficiency in medium armor and is able to wear them without incuring spell failure chance. This Training does not extend to Heavy Armor

Azure Chain (Su)
Once per day, at 13th level, when an ally hits a monster with a spell you can immediately cast one blue magic spell, with a casting time on a standard action, that targets the same creature. Casting a spell in this way still costs a spell slot as usual unless under another effect that would reduce or negate the spell slot usage. Blue mages gain an additional use per day of this ability at 16th and 18th level.

Magic Tank (Ex)
At 16th level, the Blue Mage gains proficiency in heavy armor and shields and is able to wear them without incuring spell failure chance. This Training does not extend to Tower Shields

Lapis's Boon
At 19th level, when using Lancet, you always know the target's lowest mental stat and their current hit points. In addition Lancet and your basic melee attacks that hit generate you 1 MP. You cannot exceed your maximum MP using Lapis's Boon.

Royal Aspect
At 20th level, you may choose 1 creature type and immediately learn up to five spells or spell-like abilities from any creature in that type.