Job Information
It has long been a matter of settled fact that one factor which sets monsters apart from kinship with the other peoples of the world is the common use of a variety of magic spell that is instinctual to many a beast and fiend. Scholars name these techniques Blue Magic: a kind of spell which intensifies a creature’s natural capabilities and projects them outward via arcane energy. A cactaur’s needles, the cry of a chocobo, the foul breath of a morbol: all these and more can be cast as a spell, and it is the Blue Mage who is dedicated to mastering this difficult and obscure form of magic.
Blue magic is not commonly practiced or even welcome within the more prolific circles of arcane study. It is considered more dangerous than even Black magic, as the only truly reliable method of studying and deciphering the mechanisms of casting a Blue magic spell is a good dose of firsthand experience. A Blue Mage must therefore see, hear, feel, and maybe even taste a spell before they can begin to unlock its secrets. As such, Blue Mages are regularly spotted antagonizing monsters, an activity which earns them the distrust and disregard of common folk and mages alike. But the results speak for themselves. Talented and persistent blue mages come to possess abilities which can scarcely be replicated by even the most powerful practitioners of the more common magics. |
Main Abilities
Innate Ability: Learning
This Innate Job Ability grants the user the aptitude to learn spells from the Blue Magic school. To Learn a Blue Spell, a Blue Mage must be able to understand it. Without tomes or teachers to fall back on, 'understanding' mostly boils down to just one thing: experiencing the Spell's effect first-hand. A Blue Mage with this Innate Ability will, if they so choose, automatically acquire any Blue Magic spell cast on him by a monster (not another Blue Mage!) during a battle in which the Blue Mage is an active participant, however it needs to be a spell rank that the Blue Mage is able to cast spells from. The Blue Mage may not learn a spell cast on them while they are knocked out or under the effects of Sleep, Petrify, or Reflect.
In addition, a Blue Mage with the Learning job ability gains a bonus to their Language and Lore (Monster) skill checks equal to the number of Blue Magic spells they know.
Players are encouraged to speak to their GMs and discuss spells that particularly appeal to them so battles may be planned accordingly.
Defining Ability: Aetherial Spellcasting
When Blue Magic is used a Blue Mage can tap into the reserves of the monster’s energy that it was drawn from. Whenever the Blue Mage casts a Blue Magic spell they gain the residuum effect noted on the spell until the end of their next turn.
Defining Ability: Metamorphosis
Metamorphosis is a Slow action that costs 2 points of Destiny to activate. Upon doing so, choose a non-Boss and non-Notorious monster that the Blue Mage has defeated in battle in the past; whether this might be a lowly rabbit or a powerful King Behemoth is limited only by the character’s experiences. Upon choosing a monster, the character’s appearance twists and changes, they temporarily receive access to the creature’s entire spell list and attacks, they become the same Species as the monster (Undead or Aerial, for example), and they gain all of the following Biological Monster Abilities if the monster would normally possess them: Regeneration, Flight, Swift Strikes, Unusual Defense, Controlled Defense, Swarm, Multiple Parts, Impervious, Fearsome, Large, Undying, and Specific Habitat.
Along with the physical change in appearance, shapeshifting into a Humanoid opponent often causes the character’s voice and mannerisms to change noticeably. This should grant a substantial bonus to Acting skill checks for posing as a formerly-defeated adversary.
The Blue Mage cannot access their normal spell list while Metamorphosis is in effect, and the effects of this transmogrification last until the Blue Mage is reduced to 0 hit points, until the character willingly chooses to resume their normal form, or the end of the chapter. Any equipment or items the Blue Mage may have been carrying becomes part of their new form; a magical staff might become a Tonberry’s knife, and a cluster of elemental stones nothing more than a scribbled design on a Magic Urn.
Defining Ability: Observe
This special ability overwrites and supersedes the Blue Mage’s innate ‘Learning’ power, since a character with this ability no longer needs to be targeted by1 a Blue Magic spell to acquire it – only see it used during a battle in which the character is an active participant. Observe has no effect if the Blue Mage is Unconscious or affected by Berserk, Blind, Confuse, Sleep, or Petrify. Furthermore, this ability allows the character to continue to learn Blue Magic, even if they are no longer a member of this Job.
Several Blue Magic spells are defensive instead of aggressive, and are essentially only obtainable by a Blue Mage with the Observe ability. Again, a Blue Mage may not learn a spell from another Blue Magic user – only the original monster.
Ultimate Ability: King of Monsters
The Blue Mage becomes more monstrous in nature, tapping into the raw energy of the creatures of the land. Choose three Biological Abilities and/or Combat Abilities from the Monster ability lists. The Blue Mage gains those abilities. There are some restrictions on this ability; the Controlled Defense, Equipment Ability, Multiple Parts, Impervious, Form, Vehicle, Call for Help, Call Minions, Item Use, Combination Attack, and Job Ability abilities cannot be chosen.
This Innate Job Ability grants the user the aptitude to learn spells from the Blue Magic school. To Learn a Blue Spell, a Blue Mage must be able to understand it. Without tomes or teachers to fall back on, 'understanding' mostly boils down to just one thing: experiencing the Spell's effect first-hand. A Blue Mage with this Innate Ability will, if they so choose, automatically acquire any Blue Magic spell cast on him by a monster (not another Blue Mage!) during a battle in which the Blue Mage is an active participant, however it needs to be a spell rank that the Blue Mage is able to cast spells from. The Blue Mage may not learn a spell cast on them while they are knocked out or under the effects of Sleep, Petrify, or Reflect.
In addition, a Blue Mage with the Learning job ability gains a bonus to their Language and Lore (Monster) skill checks equal to the number of Blue Magic spells they know.
Players are encouraged to speak to their GMs and discuss spells that particularly appeal to them so battles may be planned accordingly.
Defining Ability: Aetherial Spellcasting
When Blue Magic is used a Blue Mage can tap into the reserves of the monster’s energy that it was drawn from. Whenever the Blue Mage casts a Blue Magic spell they gain the residuum effect noted on the spell until the end of their next turn.
Defining Ability: Metamorphosis
Metamorphosis is a Slow action that costs 2 points of Destiny to activate. Upon doing so, choose a non-Boss and non-Notorious monster that the Blue Mage has defeated in battle in the past; whether this might be a lowly rabbit or a powerful King Behemoth is limited only by the character’s experiences. Upon choosing a monster, the character’s appearance twists and changes, they temporarily receive access to the creature’s entire spell list and attacks, they become the same Species as the monster (Undead or Aerial, for example), and they gain all of the following Biological Monster Abilities if the monster would normally possess them: Regeneration, Flight, Swift Strikes, Unusual Defense, Controlled Defense, Swarm, Multiple Parts, Impervious, Fearsome, Large, Undying, and Specific Habitat.
Along with the physical change in appearance, shapeshifting into a Humanoid opponent often causes the character’s voice and mannerisms to change noticeably. This should grant a substantial bonus to Acting skill checks for posing as a formerly-defeated adversary.
The Blue Mage cannot access their normal spell list while Metamorphosis is in effect, and the effects of this transmogrification last until the Blue Mage is reduced to 0 hit points, until the character willingly chooses to resume their normal form, or the end of the chapter. Any equipment or items the Blue Mage may have been carrying becomes part of their new form; a magical staff might become a Tonberry’s knife, and a cluster of elemental stones nothing more than a scribbled design on a Magic Urn.
Defining Ability: Observe
This special ability overwrites and supersedes the Blue Mage’s innate ‘Learning’ power, since a character with this ability no longer needs to be targeted by1 a Blue Magic spell to acquire it – only see it used during a battle in which the character is an active participant. Observe has no effect if the Blue Mage is Unconscious or affected by Berserk, Blind, Confuse, Sleep, or Petrify. Furthermore, this ability allows the character to continue to learn Blue Magic, even if they are no longer a member of this Job.
Several Blue Magic spells are defensive instead of aggressive, and are essentially only obtainable by a Blue Mage with the Observe ability. Again, a Blue Mage may not learn a spell from another Blue Magic user – only the original monster.
Ultimate Ability: King of Monsters
The Blue Mage becomes more monstrous in nature, tapping into the raw energy of the creatures of the land. Choose three Biological Abilities and/or Combat Abilities from the Monster ability lists. The Blue Mage gains those abilities. There are some restrictions on this ability; the Controlled Defense, Equipment Ability, Multiple Parts, Impervious, Form, Vehicle, Call for Help, Call Minions, Item Use, Combination Attack, and Job Ability abilities cannot be chosen.
Job Abilities
Ability: Absolute Power
Once per chapter when a Blue Mage would gain one or more points of EXP, a Blue Mage can choose not to take any experience points and receive one point of Destiny instead.
Ability: Azure Lore
Choose one monster group that isn’t Humanoid. The Blue Mage gains the ability to communicate with creatures of that type and their skill check bonus from the Learning ability applies to all skill checks made to interact with creatures of that type. This ability may be taken multiple times, choosing a different monster group each time.
Ability: Blastbomb
The Blue Mage can spend 25% of their Maximum MP to create a magical ward as a Slow action, which is an invisible, floating mine that can be set to explode when a certain condition is met.
This triggering condition might be anything from ‘this door is opened’ to ‘I fall unconscious’, or simply a command word. A detonated blastbomb deals a number of points of Non-Elemental M.ARM damage equal to 25% of the Blue Mage’s Maximum MP score to all Local targets. It also allows the Blue Mage to make a Force check with a +2 bonus to destroy any objects within range of the blast.
Blastbombs function no matter the distance between their location and the Blue Mage, though only one such explosive may be conjured at any time; creating a second one means the older one simply vanishes without a detonation. They leave a magical residue upon detonating – much like gunpowder – that allows the Blue Mage to be tracked down. Thus, Blastbombs are a poor choice when stealth is called for. The Blue Mage’s equipment properties – such as Imperil – don’t apply when calculating damage from this job ability.
Ability: Bloodline
Choose one of the 10 monster categories listed below. The Blue Mage is treated as being that type of creature in addition to Humanoid (or whatever, in the case of unusual species), gains a +2 bonus to skill checks and opposed rolls against creatures of that type, and gains the bonus listed for that creature type. This ability may be chosen multiple times, choosing a different Bloodline each time.
Ability: Carnivale
Once per chapter the Blue Mage may use an Instant Action to declare a bout of Carnivale against a single nonhumanoid creature, challenging a single target to a Duel. The Duel lasts for 4 rounds or until either the Blue Mage or the target is reduced to 0 HP.
During this Duel the Blue Mage and its target cannot be influenced by any outside abilities or features in any fashion, nor can either target escape under any circumstances.
Ability: Chimera’s Blood
Choose one of the six following elements - Fire, Ice, Water, Wind, Earth, or Lightning. The Blue Mage now Absorbs that Element, gaining HP instead of losing it and when affected by spells or attacks of that type. However, they must then choose a second element from the list, which they will forever have a Weakness to.
The Blue Mage may take this ability up to three times, choosing new elements for the Absorbencies and Weaknesses each time. They may never obtain a resistance or immunity to the element that they are now weak to, even through equipment or job abilities such as Metamorphosis.
Ability: Defy Death
The Blue Mage is incredibly difficult to kill outright, often given the title of immortal. With this ability the Blue Mage is immune to all effects that would cause Instant Death as though they had the Unconscious Proof item property. If a Boss or Superboss would attempt to kill the Blue Mage completely they may spend 4 points of Destiny to be immune to being killed for the remainder of the combat as an Instant action (though they may still be rendered unconscious).
Ability: Devour
As a Slow action the Blue Mage consumes an enemy that is at 25% of their maximum hit points or below, immediately killing it, learning any Blue Magic spells that creature knew, and gaining the Regen status effect. Large monsters, Notorious Monsters, and Bosses are immune to Devour.
Ability: Diffusion
By expending 25% of the Blue Mage’s maximum HP as an Instant action, the next Single-target Blue Magic spell cast becomes a Group target spell instead.
Ability: Efflux
Once per combat a Blue Mage may use an Instant Action to have the next spell they cast deal damage to a target’s ARM instead of M.ARM. The spell cast in this way is considered a weapon attack that ignores flee and takes any equipment properties or job abilities related to this fact into account.
Ability: Enchainment
If the Blue Mage makes a physical attack using a Teamwork Attack they may choose to reroll a single die for that attack.
Ability: Enemy Skill
When a monster uses an attack that costs MP the Blue Mage may choose to learn that attack with their Learning ability if struck by it, becoming able to cast it as a spell for the same MP cost even though it isn't part of any normal spell lists. This ability may be taken multiple times, allowing the Blue Mage to learn a number of attacks in this way equal to the amount of times this ability is taken. They may also spend a point of Destiny to forget any enemy skills learned in this way as an Instant action, allowing them to choose a new enemy skill to learn.
Ability: Escalate
Upon casting a spell, the Blue Mage may voluntarily sacrifice a number of hit points equal to 25% of their maximum health. If they do so, the spell deals one additional damage step OR increases the difficulty to resist its negative effects by +2. If the Blue Mage is at 11th level or above, it does two additional steps of damage instead of one. If the Blue Mage is at 21st level or above, it does three additional steps of damage instead of one.
Escalate may be used multiple times on the same spell, but a Blue Mage may not sacrifice a percentage of health greater than what they currently possess. If the Blue Mage is reduced to zero hit points from using Escalate, their power is completely drained and they are inflicted with the Curse status in addition to unconsciousness. Auto-Life or immediate health gain does not prevent the effects of unconsciousness caused in this way.
In addition, the first time a Blue Mage casts any Blue Magic spell in the same battle in which it was learned they may treat this spell as though they spent 50% of their maximum HP in order to amplify its effects (thus increasing the damage dealt by four steps, or granting a +4 bonus on their opposed roll to apply a negative effect). This one-time escalation does not cost health and can be performed even if the Blue Mage has less than 50% of their maximum HP.
Ability: Magic Burst
If the Blue Mage deals damage with a spell using a Teamwork Attack the damage is increased by one step per the Blue Mage’s tier.
Ability: Manage Monster
When the Blue Mage successfully grapples a target they may force the grappled creature to use their action for the turn to use a spell or ability of their choice against a target of the Blue Mage’s choice. This is usable once per combat.
Ability: Manifest
The Blue Mage manifests monstrous attributes that lets them attack how they see fit. Unarmed attacks made by the Blue Mage gain the Pugilist weapon property and can use any attribute to calculate the damage from attacks.
Ability: Masquerade
Once per combat the Blue Mage may make an opposed Finesse check against one enemy in battle as an Instant Action. If successful that enemy must use its next turn to cast any Blue Magic it knows on the Blue Mage (if possible).
Ability: Monster Skill
The Blue Mage gains a custom special attack that is based on the power of monsters. Build a single Monster Attack with a total of 5 points to spend. This attack must include the ‘only usable once’ effect in addition to any other effects it is given.
Whenever the Blue Mage gains a level they may choose to modify this attack. At 11th level a total of 10 points may be used and at 21st level a total of 15 points may be used.
Ability: Morph
When a Blue Mage defeats a monster they may make a challenging (11) Synthesis check to transform that monster into a Soul item. This Soul is a consumable item that allows the Blue Mage to make a single attack (not spell) the monster knew. The item is consumed on use.
Ability: Mutant Mouth
The Blue Mage may speak to or convey its thoughts to any creature it sees, allowing the Blue Mage to use Negotiation checks to influence them and reducing the difficulty of Language checks they make by two stages. If the Blue Mage has the Bloodline ability, skill checks made against creatures of the same type as their Bloodline have a +4 bonus and they automatically succeed at Language checks made to know their languages.
Ability: Premeditation
When taking the Defend action the Blue Mage deals one additional step of damage per tier with the next damaging Blue Magic spell they cast and they regain MP equal to their RES score whenever they are struck by an attack while Defending.
Ability: Rippler
Once per chapter when a creature attempts to inflict a negative Status effect on the Blue Mage, they may immediately activate Rippler as an Instant action even if it means interrupting an enemy’s turn. Rippler automatically inflicts one additional target of the Blue Mage’s choice with the same status they were being targeted with, with no opposed resistance roll.
Targets who are immune to the status effect will still ignore the effects of Rippler.
Rippler cannot be activated if the Blue Mage was already in the middle of a Slow action.
Ability: Sapphire Seal
After activating Sapphire Seal as an Instant action, the next spell cast will ignore the effects of Reflect as well as any elemental Resistances, Immunities or Absorbencies the foe may possess. Furthermore, the character’s next physical attack has the MP Refresh property – the Blue Mage recovers magic points equal to 50% of the damage done.
Sapphire Seal may be used once per combat.
Ability: Spell Thirst
Once per combat as an Instant action the Blue Mage may regain HP equal to the damage they dealt to a single target with a Blue Magic spell.
Ability: Unbridled Wisdom
Once per chapter a Blue Mage may cast a Blue Magic spell they do not currently know. This spell must be at a rank of Blue Magic that they know and cannot be used to teach Blue Magic to a creature.
Ability: Whalaquee Totem
Once per chapter a Blue Mage may use a Standard Action to transform one of their spells into an item, a consumable Totem that is usable by another creature. When making this totem the Blue Mage loses MP equal to the amount it would take to cast that spell.
The spell uses the abilities and attributes of the one using the Totem and not the Blue Mage. It works exactly the same as the spell normally would except it costs no MP and consumes the totem in the process. Totems made in this way can not be used to teach Blue Magic to others.
Once per chapter when a Blue Mage would gain one or more points of EXP, a Blue Mage can choose not to take any experience points and receive one point of Destiny instead.
Ability: Azure Lore
Choose one monster group that isn’t Humanoid. The Blue Mage gains the ability to communicate with creatures of that type and their skill check bonus from the Learning ability applies to all skill checks made to interact with creatures of that type. This ability may be taken multiple times, choosing a different monster group each time.
Ability: Blastbomb
The Blue Mage can spend 25% of their Maximum MP to create a magical ward as a Slow action, which is an invisible, floating mine that can be set to explode when a certain condition is met.
This triggering condition might be anything from ‘this door is opened’ to ‘I fall unconscious’, or simply a command word. A detonated blastbomb deals a number of points of Non-Elemental M.ARM damage equal to 25% of the Blue Mage’s Maximum MP score to all Local targets. It also allows the Blue Mage to make a Force check with a +2 bonus to destroy any objects within range of the blast.
Blastbombs function no matter the distance between their location and the Blue Mage, though only one such explosive may be conjured at any time; creating a second one means the older one simply vanishes without a detonation. They leave a magical residue upon detonating – much like gunpowder – that allows the Blue Mage to be tracked down. Thus, Blastbombs are a poor choice when stealth is called for. The Blue Mage’s equipment properties – such as Imperil – don’t apply when calculating damage from this job ability.
Ability: Bloodline
Choose one of the 10 monster categories listed below. The Blue Mage is treated as being that type of creature in addition to Humanoid (or whatever, in the case of unusual species), gains a +2 bonus to skill checks and opposed rolls against creatures of that type, and gains the bonus listed for that creature type. This ability may be chosen multiple times, choosing a different Bloodline each time.
- Aerial:The character permanently gains the Flight ability while it is conscious.
- Amorph: The character is capable of squeezing through openings a fraction of its normal body size - such as putting an arm through a keyhole or slipping through the cracks in a floorboard. In addition the character gains bonus ARM equal to their level.
- Arcana: The character is immune to all spells and effects from enemies that attempt to drain their MP (Aspir, Rasp, and so on). In addition the character gains bonus M.ARM equal to their level.
- Aquan: The character can breathe and move underwater without penalty. They also gain a +2 bonus to swimming checks and cannot drown.
- Beast: The character gains the [Monster] Killer property of a type of their choosing.
- Construct: The character is capable of communicating with machinery without touching or seeing it and may use the Systems skill at medium range. Furthermore, the character becomes immune to Poison, Fear, and Zombie unless another Blue Mage ability grants one of these states.
- Dragon: The character gains a permanent bonus to their ARM and M.ARM score equal to their level.
- Fiend: The character gains a weakness to Holy magic and all enemies treat them as Wary instead of their normal attitude. Without provocation most monsters will not attack the Blue Mage on sight. In addition, they are now resistant to Shadow damage.
- Insect: The character gains a +2 bonus to AVD.
- Plant: The character’s skin takes on a green tint that allows them to photosynthesize nourishment. They gain the benefits of a full rest whenever they would make a travel rest. In addition, they are now immune to the Poison status effect.
- Undead: The character permanently gains the Undying monster feature and the Auto-Zombie status. When killed, they now resurrect and return to 100% HP and MP after a day has passed in most cases unless defeated with a spell or ability that prevents this resurrection.
Ability: Carnivale
Once per chapter the Blue Mage may use an Instant Action to declare a bout of Carnivale against a single nonhumanoid creature, challenging a single target to a Duel. The Duel lasts for 4 rounds or until either the Blue Mage or the target is reduced to 0 HP.
During this Duel the Blue Mage and its target cannot be influenced by any outside abilities or features in any fashion, nor can either target escape under any circumstances.
Ability: Chimera’s Blood
Choose one of the six following elements - Fire, Ice, Water, Wind, Earth, or Lightning. The Blue Mage now Absorbs that Element, gaining HP instead of losing it and when affected by spells or attacks of that type. However, they must then choose a second element from the list, which they will forever have a Weakness to.
The Blue Mage may take this ability up to three times, choosing new elements for the Absorbencies and Weaknesses each time. They may never obtain a resistance or immunity to the element that they are now weak to, even through equipment or job abilities such as Metamorphosis.
Ability: Defy Death
The Blue Mage is incredibly difficult to kill outright, often given the title of immortal. With this ability the Blue Mage is immune to all effects that would cause Instant Death as though they had the Unconscious Proof item property. If a Boss or Superboss would attempt to kill the Blue Mage completely they may spend 4 points of Destiny to be immune to being killed for the remainder of the combat as an Instant action (though they may still be rendered unconscious).
Ability: Devour
As a Slow action the Blue Mage consumes an enemy that is at 25% of their maximum hit points or below, immediately killing it, learning any Blue Magic spells that creature knew, and gaining the Regen status effect. Large monsters, Notorious Monsters, and Bosses are immune to Devour.
Ability: Diffusion
By expending 25% of the Blue Mage’s maximum HP as an Instant action, the next Single-target Blue Magic spell cast becomes a Group target spell instead.
Ability: Efflux
Once per combat a Blue Mage may use an Instant Action to have the next spell they cast deal damage to a target’s ARM instead of M.ARM. The spell cast in this way is considered a weapon attack that ignores flee and takes any equipment properties or job abilities related to this fact into account.
Ability: Enchainment
If the Blue Mage makes a physical attack using a Teamwork Attack they may choose to reroll a single die for that attack.
Ability: Enemy Skill
When a monster uses an attack that costs MP the Blue Mage may choose to learn that attack with their Learning ability if struck by it, becoming able to cast it as a spell for the same MP cost even though it isn't part of any normal spell lists. This ability may be taken multiple times, allowing the Blue Mage to learn a number of attacks in this way equal to the amount of times this ability is taken. They may also spend a point of Destiny to forget any enemy skills learned in this way as an Instant action, allowing them to choose a new enemy skill to learn.
Ability: Escalate
Upon casting a spell, the Blue Mage may voluntarily sacrifice a number of hit points equal to 25% of their maximum health. If they do so, the spell deals one additional damage step OR increases the difficulty to resist its negative effects by +2. If the Blue Mage is at 11th level or above, it does two additional steps of damage instead of one. If the Blue Mage is at 21st level or above, it does three additional steps of damage instead of one.
Escalate may be used multiple times on the same spell, but a Blue Mage may not sacrifice a percentage of health greater than what they currently possess. If the Blue Mage is reduced to zero hit points from using Escalate, their power is completely drained and they are inflicted with the Curse status in addition to unconsciousness. Auto-Life or immediate health gain does not prevent the effects of unconsciousness caused in this way.
In addition, the first time a Blue Mage casts any Blue Magic spell in the same battle in which it was learned they may treat this spell as though they spent 50% of their maximum HP in order to amplify its effects (thus increasing the damage dealt by four steps, or granting a +4 bonus on their opposed roll to apply a negative effect). This one-time escalation does not cost health and can be performed even if the Blue Mage has less than 50% of their maximum HP.
Ability: Magic Burst
If the Blue Mage deals damage with a spell using a Teamwork Attack the damage is increased by one step per the Blue Mage’s tier.
Ability: Manage Monster
When the Blue Mage successfully grapples a target they may force the grappled creature to use their action for the turn to use a spell or ability of their choice against a target of the Blue Mage’s choice. This is usable once per combat.
Ability: Manifest
The Blue Mage manifests monstrous attributes that lets them attack how they see fit. Unarmed attacks made by the Blue Mage gain the Pugilist weapon property and can use any attribute to calculate the damage from attacks.
Ability: Masquerade
Once per combat the Blue Mage may make an opposed Finesse check against one enemy in battle as an Instant Action. If successful that enemy must use its next turn to cast any Blue Magic it knows on the Blue Mage (if possible).
Ability: Monster Skill
The Blue Mage gains a custom special attack that is based on the power of monsters. Build a single Monster Attack with a total of 5 points to spend. This attack must include the ‘only usable once’ effect in addition to any other effects it is given.
Whenever the Blue Mage gains a level they may choose to modify this attack. At 11th level a total of 10 points may be used and at 21st level a total of 15 points may be used.
Ability: Morph
When a Blue Mage defeats a monster they may make a challenging (11) Synthesis check to transform that monster into a Soul item. This Soul is a consumable item that allows the Blue Mage to make a single attack (not spell) the monster knew. The item is consumed on use.
Ability: Mutant Mouth
The Blue Mage may speak to or convey its thoughts to any creature it sees, allowing the Blue Mage to use Negotiation checks to influence them and reducing the difficulty of Language checks they make by two stages. If the Blue Mage has the Bloodline ability, skill checks made against creatures of the same type as their Bloodline have a +4 bonus and they automatically succeed at Language checks made to know their languages.
Ability: Premeditation
When taking the Defend action the Blue Mage deals one additional step of damage per tier with the next damaging Blue Magic spell they cast and they regain MP equal to their RES score whenever they are struck by an attack while Defending.
Ability: Rippler
Once per chapter when a creature attempts to inflict a negative Status effect on the Blue Mage, they may immediately activate Rippler as an Instant action even if it means interrupting an enemy’s turn. Rippler automatically inflicts one additional target of the Blue Mage’s choice with the same status they were being targeted with, with no opposed resistance roll.
Targets who are immune to the status effect will still ignore the effects of Rippler.
Rippler cannot be activated if the Blue Mage was already in the middle of a Slow action.
Ability: Sapphire Seal
After activating Sapphire Seal as an Instant action, the next spell cast will ignore the effects of Reflect as well as any elemental Resistances, Immunities or Absorbencies the foe may possess. Furthermore, the character’s next physical attack has the MP Refresh property – the Blue Mage recovers magic points equal to 50% of the damage done.
Sapphire Seal may be used once per combat.
Ability: Spell Thirst
Once per combat as an Instant action the Blue Mage may regain HP equal to the damage they dealt to a single target with a Blue Magic spell.
Ability: Unbridled Wisdom
Once per chapter a Blue Mage may cast a Blue Magic spell they do not currently know. This spell must be at a rank of Blue Magic that they know and cannot be used to teach Blue Magic to a creature.
Ability: Whalaquee Totem
Once per chapter a Blue Mage may use a Standard Action to transform one of their spells into an item, a consumable Totem that is usable by another creature. When making this totem the Blue Mage loses MP equal to the amount it would take to cast that spell.
The spell uses the abilities and attributes of the one using the Totem and not the Blue Mage. It works exactly the same as the spell normally would except it costs no MP and consumes the totem in the process. Totems made in this way can not be used to teach Blue Magic to others.