The Blue Wizards
Loremasters of the North
The Blue Wizards are famous throughout the north as sages; their dark blue robes mark them as men of dignity. The greatest of them act as viziers and seneschals to the kings of Serulai, Arsek, and Norim. Their library is the greatest in the north, and their arcane skills are versatile and potent.
The school only accepts men of noble birth, who must be recommended by an alumnus in good standing. Exceptions are well known—noblewomen of Norim are commonly sent to study at Arnis (though they are denied the oath and the blue robe), and upstarts with talent have often slipped in as well.
History
North of the Serulaian heartland, near the frontier of Arsek, there stands a stone tower at the base of a hill. This is the school of Arnis. More properly, it is the second school of Arnis. The ruins of the old school lie atop the hill, the broken tower barely visible through the pines. The ruins are a lesson to those who study at the school, a reminder that they are sworn to serve, and never to rule in their own name. They swear also to enforce this oath, hunting down any of their peers who defy their laws.
??? add more on the old school and the reformation ???
Game Rules
Restrictions:
Intelligence is your spellcasting ability.
The methods taught at the school of Arnis are very flexible, but sometimes unwieldy. It takes half again as many pages to record your spells. This applies to all spells you learn, unless you later learn another method of notation.
Additionally, you are bound by your oath to the masters of the order. Some offenses are punishable by expulsion from the order and deprivation of all magical ability; for other offenses the penalty is death.
- You may never hold a title, or rule in your own name.
- You must serve uphold the reputation of the School of Arnis, and serve your patron with loyalty and dignity.
- You may never practice the forbidden arts of black necromancy.
- You must heed the summons of the masters of the order, attending great-councils and upholding the Oath of Arnis.
Proficiencies:
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Heal, Intimidate, Lore, Search, Sense Motive, and Spellcraft.
Background Skills: Choose any 2.
Skill Points at 1st Level: (4+Int modifier) * 4
Skill Points at Later Levels: 4+Int modifier
Equipment: Seekers are proficient with the club, the dagger, heavy crossbow, light crossbow, and the quarterstaff. They are not proficient with any type of shield or with armor other than the leather coat.
Initiate Bonus: Loremaster
You gain a +2 bonus on Lore checks. You have been taught in Incantation of Arnis, which reduces the draining effect of spellcasting. If you take a minor action to perform the incantation immediately before casting a spell, the spell point cost is reduced by [spell tier].
Master Bonus: Secret of Arnis
So long as you are able to use magic, you age far more slowly than a normal human. Blue wizards have been known to live more than three hundred years. Though highly prized, this gift is somewhat imperfect—if you are ever cut off your magic, your grace deserts you and you revert to your true age (which is almost always fatal).
Tradition Spells
Blue mages are taught a great variety of common spells. They can learn these spells normally.
Uncommon spells which deal with gathering information, or which were invented by others of their tradition can be added to this list.
Spells marked with an asterisk are secret spells, invented by the Blue Wizards and known only to them.
Cantrips
Arcane Mark - Inscribes a personal rune (visible or invisible).
Dancing Lights - Creates flying lights.
Daze - Target loses next action.
Detect Magic - Touch an object or creature to detect magic on it.
Ghost Sound - Create a phantom sound.
Light - Creates a lasting light.
Mage Hand - Weak telekinesis.
Mending - Makes minor repairs on an object.
Minor Illusion - Create very minor illusions.
Minor Ward - Ward an object against dirt and water.
Muffle - Targets are muffled to others, and all other sound is muffled to them.
Peaceful Sleep - Creature sleeps peacefully.
Prestidigitation - Performs minor tricks.
Resistance - Subject gains +1 on saving throws while you concentrate.
Sense Life - Know how close a creature is to death.
Summon Elemental Sprite - Very small elemental provides heat or cold.
Summon Least Servitor - Summoned spirit performs very minor task.
Touch of Peace - Stable creature becomes dying or dying target is killed.
Vision - Willing target sees brief vision.
Tier 1
Alarm - Wards an area for 2 hours/level.
Burning Hands - 1d4 fire damage in 20 ft cone.
Charm - One person treats you well.
Close Wounds - Roll a check to stop touched creature from bleeding out.
Command - Target must obey your one-word command.
Create Image - Creates an illusory construct of your design.
Detect Secret Doors - Reveals hidden doors within 60 ft.
Detect Undead - Talisman detects undead.
Erase - Writing vanishes.
Hold Portal - Holds door shut.
Magic Missile - Strikes unerringly for 1d4+1 damage.
Manipulate Fire - Small fires burn faster or slower.
Marking Ward - Warded object marks those who touch it.
Mask - You appear beautiful.
Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam.
Presence of Arnis* - You appear impressive/imposing for three rounds.
Reveal Poison - Causes poisons to emit stinking vapor.
Sleep - Creatures with up to 4d6 HP fall unconscious.
Warp - Your touch warp slightly warps matter.
Tier 2
Alter Magic Aura - Conceals or changes an item’s magical aura.
Arcane Lock - Magically locks a portal or container.
Counterspell - Negates spells as they are cast.
Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.
Enthrall - An audience is fascinated by your performance.
Entice Gift - Subject gives you what it is holding.
Figment - You cause a creature to see an illusion of your design.
Glamer - Changes an object’s appearance.
Heal - Heal a wound, at the risk of permanent scarring.
Invigorate - Target can immediately roll a recovery.
Locate Object - Senses direction to an object (specific or type).
Mark of Truth - Marked creature cannot lie.
Nondetection - Protects a creature or object from divinations.
Oath of Arnis* - You know if someone breaks their word to you.
Rebuke - Subject is dazed and then shaken, and has trouble casting spells.
Scorching Ray - Ranged touch attack deals 3d6 damage.
Stay the Hand - Causes an attacker to hesitate.
Summon Daemon - Conjures a daemon.
Unseen Servant - Bind a spirit to create an invisible servant.
Tier 3
Arcane Sight - You see magical auras within 120 feet.
Clairvoyance - See or hear at a distance.
Chamber Ward* - Ward a room against magical subterfuge and evil creatures.
Detect Thoughts - Listen to surface thoughts.
Dispel Magic - Negates ongoing magical effects and spells.
Enlarge Item - Object grows to 16 times its size.
Explosive Runes - Deals 6d6 damage when read.
Fireball - 5d6 fire damage, 20 ft radius.
Glyph of Warding - Inscription harms those who pass it.
Hold Person - Humanoid is paralyzed for 1 round/level.
Instant Summons - Specially prepared object appears in your hand.
Magic Circle - Circle traps or wards off fey, outsiders, and undead.
Minor Creation - Create an object from nothing.
Shelter - Creates shelter for ten creatures.
Shrink Item - Object shrinks to one 16th its size.
Suggestion - Compels subject to follow stated course of action.
Tremor - Earthquake damages structures, may knock creatures prone.
Tier 4
Discern Lies - Detect Spoken Falsehoods.
Scrying - Spy on target from a distance.
Spellsever - Target loses access to magic.
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