Blue Mage

Deep in a jungle in a far off land, a young blue mage stalks her prey - a particularly vicious tiger whose claws had brought low many a hunter. Such a beast was doubtless the source of her next great advancement in the field. Perhaps it would grant her the knowledge of its mighty pounce? Or that of its stalking ability? She was giddy at the prospect. So giddy in fact that she didn't look where she was going, and wandered right into the tiger's den. Only its growl told her of her folly. She smiles though, confident as she recalls her previous battles. The might of many monsters were at her fingertips, and after today she would add another to her collection.

Monstrous Magic

While wizars seek mastery of the arcane and clerics receive divine gifts from the heavens, a blue mage's magic comes from imitation. Using their own internal magical energies and ambient energy around them, a blue mage learns to shape their power to copy the features of the very monsters that they fight. Thus, the majority of their abilities are suited towards battle and conflict. They may lack the flexibility of some other casters, but their unique exploitation of monstrous abilities and keen understanding of their foes means they always have a place in an adventuring party.

Seeker of Knowledge

Few blue mages carry the same monstrous magics, and thus it is rare for two blue mages to fight in the same way. Yet, they are united not in their magics but in their drive. A core drive of the blue mage is seeking knowledge, expanding their repetoire - mastering nature and in doing so mastering themselves also.

Owing to the nature of how a blue mage comes by new magics, it is rare for one to stay put in a place for any significant period of time. The path of the blue mage is a nomadic one, with most remaining in a single place long enough to gain what knowledge is on offer or moving on.

Blue magic mentors, likewise, are not ones to stick around. A blue mage who takes a novitiate under their wing will likely give them the barest of instructions to get them started, before leaving them to their own devices. Rare indeed would be an institution or organisation of blue mages, who embrace the solitary life, perhaps accompanied by a few others on their path.

That is not to say that blue mages do not get on with one another, and indeed should two meet on their path this will most often result in working together, albeit briefly, before going their separate ways.

Blue Mage
Level Proficiency Bonus Features Monstrous Magic Points Monstrous Magic Rank
1st +2 Monstrous Magic 3 1
2nd +2 Libra 4 1
3rd +2 Blue Mage Path 6 1
4th +2 Ability Score Improvement 8 2
5th +3 Expert Tracker 14 2
6th +3 Blue Mage Path Feature 15 2
7th +3 Exploit Weakness 17 2
8th +3 Ability Score Improvement 21 2
9th +4 Monstrous Heart 27 3
10th +4 Blue Mage Path Feature 29 3
11th +4 Azure Recovery 32 3
12th +4 Ability Score Improvement 35 3
13th +5 Cobalt Regeneration 38 3
14th +5 Blue Mage Path Feature 41 4
15th +5 Indigo Form 44 4
16th +5 Ability Score Improvement 48 4
17th +6 Blue Mage Path Feature 57 4
18th +6 Knowledgeable Defense 60 5
19th +6 Ability Score Improvement 64 5
20th +6 Perfect Copy 70 5

Class Features

As a Blue Mage, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Blue Mage level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per blue mage level after 1st

Proficiencies

Armor: Light armour, Medium Armour

Weapons: Simple weapons.

Saving Throws: Dexterity, Intelligence

Skills: Choose three skills from the following list: Athletics, Acrobatics, Stealth, Arcana, Investigation, History, Nature, Animal Handling, Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any simple weapon and a dagger.
  • (a) leather armour or (b) a chain shirt
  • (a) a scholar's pack or (b) an explorer's pack
  • a cane spellcasting focus

Monstrous Magic

Blue Mages use their magical abilities not to utilise the spells of man or elf, but instead to emulate the abilities of monsters. In this, they are both a monster's biggest fan, and it's most dangerous foe. At first level you learn three Rank 0 Monstrous Magic, and three of Rank 1. You then learn an additional Monstrous Magic of Rank 1 or higher for each level you gain in the Blue Mage class, so long as it is equal to or lower than the Monstrous Magic Rank listed in the Blue Mage class table. At 5th, 9th, and 13th level you learn an additional Rank 0 Monstrous Magic.

This is not your sole method of learning them however. Each Monstrous Magic is tagged with one or more creature types, and DMs are encouraged to offer additional Monstrous Magic abilities to the Blue Mage after fighting the appropriate creature type, in a similar manner to spell scrolls for wizards. Blue Mages might also learn additional Monstrous Magics as a downtime activity, assuming appropriate research materials (such as an arcane library) are available.

Some monstrous magics have Bonus Action cast times. If so, you must use a bonus action on your turn to cast the Monstrous Magic, provided that you haven’t already taken a bonus action this turn. You can’t cast another Monstrous Magic during the same turn, except for a Rank 0 monstrous magic with a casting time of 1 action. Each Rank 5 Monstrous Magic requires a short or long rest after casting before it can be used again.

Monstrous Magic Points

Each Monstrous Magic, with the exception of those at Rank 0, requires points to cast as detailed in the table below. Your total Monstrous Magic points are determined by your Blue Mage level, as specified in the Blue Mage class table. You regain all expended Monstrous Magic Points upon the completion of a long rest.

Rank Point Cost
1 1
2 3
3 5
4 7
5 9
Monstrous Magic Ability

Intelligence is your spellcasting ability for your Monstrous Magics, since the power of your magic relies on your ability to recall and emulate a monster's power. You use your Intelligence whenever a Monstrous Magic refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Blue Mage Monstrous Magic you cast and when making an attack roll with one.

Monstrous Magic save DC = 8 + your proficiency bonus + your Intelligence modifier

Monstrous Magic attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

Blue Mages all use a cane as their spellcasting focus, which they wield in one hand.

Libra

From second level you learn how to size up your opponents at a glance. As a bonus action, you can learn one of the following aspects of a creature that you can see, in addition to its creature type:

  • One Ability Score of your choice.
  • Armour Class
  • Current hit points
  • One damage resistance, immunity or vulnerability, at random.
  • One condition immunity, at random.
  • One Action or Legendary Action that the creature has, at random.

When you reach 7th, 12th and 17th level you can learn one additional facet of the observed monster with each use of Libra, such that a 12th level Blue Mage could learn three different aspects of an observed creature with one use of Libra.

Blue Mage Path

At third level you decide on which path you wish to take as a blue mage from three choices - that of the Azure Guardian, the Sapphire Keeper, or the Cerulean Sage. These paths are detailed at the end of the class description. Your choice grants you features when you choose it at 3rd level, and again at 6th, 10th, 14th, adnd 17th level.

Some Monstrous Magics are only usable by certain Blue Mage Paths. These are noted in the Monstrous Magic section below.

Expert Tracker

Being good at fighting monsters isn't much good if you can't find them. By reaching 5th level you gain proficiency in the Survival skill, and when you use this skill to observe the tracks of creatures - to deduce path, numbers, or other such details - you add your proficiency bonus twice to the roll.

Exploit Weakness

Once you reach 7th level as a Blue Mage you learn to use the information from Libra to your advantage. If you have used Libra on a creature this turn, you add your Intelligence modifier the damage of any Monstrous Magic ability that deals damage with either an attack roll or saving throw that you cast on that creature.

Monstrous Heart

Reaching 9th level brings you a closer connection to the monsters who you emulate. As a Reaction when targeted or affected by an ability that includes a specification of creature type (such as Hold Person) you can change your creature type to any type of your choice for 1 minute. Though this has no other mechanical impact aside from changing your type, it does cause minor cosmetic changes such as growing fur, oozing, changing your eye shape, or giving your voice a distinctly unnerving echo of the grave.

You can use this feature a number of times equal to your proficiency modifier, refreshing on a long rest.

Azure Recovery

When you reach 11th level as a Blue Mage you learn how to stretch your Monstrous Magic points to their limit. When you complete a short rest you can choose to regain Monstrous Magic points equal to half your blue mage level (rounded up) plus your intelligence modifier.

You must complete a long rest before being able to use this feature again.

Cobalt Regneration

Your knowledge of monsters allows you to heal wounds received more adeptly. Whenever you expend a hit dice to heal, you add your intelligence modifier to the roll in addition to your constitution modifier.

Indigo Form

From 15th level you learn how to project an illusion of another creature you have used Libra on previously, transforming your appearance similar to the Disguise Self spell. It does not, however, have any limitations on size or shape. The illusion does not change your statistics in any way, and uses your Monstrous Magic DC to see through.

Indigo Form lasts for 1 hour, and you must complete a short rest before being able to use it again.

Knowledgeable Defense

At 18th level you learn to use Libra in a way to predict future events. After using Libra on a creature, the creature has disadvantage on the next attack it makes against you, or you have advantage on the next saving throw from one of the creature's effects, whichever comes first. This effect ends at the start of your next turn.

Perfect Copy

Reaching 20th level as a Blue Mage allows you to perfectly emulate the information you acquire via Libra. When you use it on a creature, you can choose to add two of the four traits you observed to yourself. This lasts for one minute. If the creature's current hit points are higher than your maximum hit points, you gain any additional hit points over your maximum as temporary hit points. If you copy an action or legendary action, your body or equipment does not restrict you from using it, instead manifesting spectral copies of the required facets of the creature targeted. You use the statistics of the monster you copy for their actions/legendary actions, such as save DC, attack modifier and damage.

Perfect Copy can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Blue Mage Paths

Azure Guardian

The Azure Guardian represents a Blue Mage dedicated to the frontline, one who stands shoulder to shoulder with their allies against monsters. To this end they represent a more martial focus, weaving Monstrous Magics with physical strikes with their cane.

Guardian's Arms

When you choose to follow this path at third level you gain proficiency in shields. You can also use your can spellcasting focus as a melee weapon, which deals 1d6 bludgeoning damage and uses your intelligence modifier for both the attack and damage rolls.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Rank 0 monstrous magics in place of one of those attacks.

In addition, if you cast a Rank 1 or higher Monstrous Magic, you can use your bonus action to make one melee attack with your cane.

Stalwart Shield

At 10th level you learn how to use monstrous magic adaptations to enhance your own defenses. At the end of a long rest, choose one damage type to gain Resistance to.

In addition, your maximum hit points are increased by 1 for each Blue Mage level you have.

Intercept Spell

At 14th level you learn how to disrupt magic and turn it back against its caster. As a reaction when you or a friendly creature within 30' is targeted by a spell you can make an intelligence ability check, adding your proficiency bonus to the roll. If your roll is equal to or greater than 10+the spell level, the you absorb the spell's energies and it has no effect. On your next turn you can use your action to then cast the spell yourself, otherwise the spell's energies dissipate harmlessly.

You must complete a long rest before being able to use Intercept Spell again

Legendary Resistance

At 17th level your experience with monsters both magical and mystical grants you an understanding of their most potent defences. When you fail a saving throw, you can instead choose to succeed on it.

You must complete a long rest before being able to use Legendary Resistance again.

Sapphire Keeper

While all Blue Mages seek knowledge, Sapphire Keepers often go a step further, expanding their repetoire of knowledge with each use of Libra. So great is their mastery of this that they learn how to summon simulacra replicas of creatures they have killed.

Keeper of Tongues

When you choose to follow this path at third level you gain proficiency in the Performance skill and one of: Persuasion, Deception or Intimidation. In addition when you use Libra on a creature you gain permanent proficiency in any and all languages that they speak. This includes esoteric or secret languages such as Giant Moose or Druidic. The blue magic allows your mouth and throat to generate the necessary sounds, even if you would not normally be physically able to.

Monstrous Copy

When you reach 6th level you learn how to create spectral copies of creatures to serve you. When a creature that you have used Libra on is reduced to 0 hit points, you can choose to add it to your collection if it's CR is equal to 1/4th your blue mage level or lower. Your collection can hold up to six creatures at a time. At the end of a long rest you can manifest a copy of one creature in your collection. The copy has the exact statistics of its real counterpart, with spectral replacements of any equipment it had, however it retains no memory or personality, merely serving as a loyal servant to you. The copy acts on your initiative.

You have a telepathic link with the copy as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the copy while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as attack that creature, run over there, or fetch that object. If the copy completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the copy. Until the end of your next turn, the copy takes only the actions you choose. During this time, you can also cause the creature to use a Reaction, but this requires you to use your own Reaction as well.

If the copy is reduced to 0HP it dissipates and vanishes, and a replacement cannot be summoned until the end of your next short or long rest.

At 15th level, you can add creatures with a CR equal to 1/3rd your blue mage level to your collection.

Wisdom of the Keeper

At 10th level you gain proficiency in Wisdom saving throws. If you already had this, you instead gain proficiency in Charisma saving throws.

Expose Secrets

Once you reach 14th level you can cast Detect Thoughts at will, as the spell, with no components. If a creature succeeds in ending the spell via a saving throw they are immune to Expose Secrets for 24 hours.

Scrutinising Gaze

At 17th level your Libra ability now provides you all the details of the monster you observe, instead of a limited selection. Once you have used Libra on a creature it can no longer hide from you successfully for one minute, and you ignore the Invisible condition if it has it. If it teleports or Plane Shifts within one minute of using Libra on it, you instinctively know exactly where it has moved to.

In addition at 20th level, your Perfect Copy ability allows you to emulate four facets of an observed creature instead of two.

Cerulean Sage

Cerulean Sages dedicate themselves solely to their magical pursuits, weaving some traditional spells with that of their monstrous magic.

Weave Master

When you choose this path at third level you seek to weave Monstrous Magic with that of more traditional spells. You gain proficiency in the arcana skill. If you already had proficiency, then you instead gain proficiency in one other Blue Mage skill. You also add your proficiency bonus twice when using your arcana skill to identify a spell being cast.

In addition, you gain the use of two cantrips from any classes you choose. You gain a further cantrip from any class at 10th and 15th level.

Swiftcast

At 6th level your mastery of monstrous magic increases, allowing you to unleash them faster than before. When you cast a Monstrous Magic that has a casting time of 1 action, you can choose to use Swiftcast to change the casting time to 1 bonus action for this casting. Swiftcast can be used a number of times equal to your intelligence modifier, refreshing on a long rest

Azure Attunement

At 10th level your mastery of magic melding gives you an additional magical item attunement slot, allowing you to attune up to 4 items at a time.

Spell Imitation

At 14th level your adept mastery of imitation allows you to copy that of not just creatures, but also spellcasters. If you have used an arcana check to correctly identify a spell being cast, you can use your action on the next turn to cast that spell as it were your own, assuming its spell level is not higher than your maximum monstrous magic rank. You do not expend Monstrous Magic points to do this, however you can only do so once per short rest. You can only imitate spells that have a casting time of one action, bonus action or reaction.

Lapisian Learning

At 17th level you grasp the knowledge of higher level spells. You gain the knowledge of one 6th, 7th, and 8th level spell from any classes. You can cast each spell once per long rest. You can change these spells with a week of downtime if you so choose, or when you gain a level in this class.

Monstrous Magics

The Monstrous Magic list below includes a list organised by both Rank and relevant creature type, followed by their full detailed information of the effects of each one, separated by Rank and organised alphabetically. Blue Mage Path exclusive Monstrous Magics are marked with (AG), (SK) or (CS) respectively. Some Monstrous Magics apply new conditions, which are detailed at the end of the blue mage in Appendix 1.

Monstrous Magic by Creature Type

Aberration

  • Aetherial Spark (CS)
  • Aqua Breath
  • Lifebreak (SK)
  • Matra Magic (CS)
  • Mind Blast
  • Time Slip
Beast

  • Blood Drain
  • Bristle (CS)
  • Chirp
  • Eerie Soundwave
  • Electrogenesis
  • Final Sting
  • Ink Blast
  • Song of Torment
  • The Ram's Voice
  • Tiger's Instinct (AG)
Celestial

  • Angel's Snack
  • Angel Whisper (CS)
  • Auto-Life (CS)
  • Black Knight's Tour
  • Stotram
  • White Knight's Tour
Construct

  • Condensed Libra (SK)
  • Drill Cannon
  • High Voltage
  • Kaltstrahl (AG)
  • Magic Hammer
  • Missile
Dragon

  • Dragon Force (AG)
  • Cold Fog
  • Exuviation (CS)
  • Monstrous Meteor (SK)
  • Reflux
  • Rippler (SK)
  • The Dragon's Voice
Elemental

  • Aetherial Form
  • Chelonian Gate
  • Diamondback (AG)
  • Feculent Flood
  • Fire Angon (AG)
  • Peculiar Light (CS)
  • Plaincracker
  • Protean Wave
  • Self Destruct
  • White Wind (CS)
Fey

  • Aetherial Mimicry
  • Four Ton Weight
  • Loom (AG)
  • Mustard Bomb
  • Nightbloom
  • Tail Cure (CS)
Fiend

  • Abyssal Transfixion
  • Ice Spikes
  • Moon Flute
  • Nightbloom
  • Perpetual Ray
  • Sharpened Knife
Giant

  • Off Guard (SK)
  • Glower
  • Peripheral Synthesis
Humanoid

  • Bomb Toss
  • Faze
  • Fire Angon (AG)
  • Flying Sardine (CS)
  • Frog Legs (AG)
  • Frog Song
  • Gobskin (SK)
  • J Kick (AG)
  • Launcher
  • Malediction Of Water
  • Revenge Blast
  • The Rose Of Destruction
  • Triple Trident (AG)
Monstrosity

  • Alpine Draft

  • Blaze
  • Devour
  • Flying Frenzy
  • Level 5 Petrify
  • Northerlies
  • The Dragon's Voice
  • The Ram's Voice
  • Ultravibration
Plant

  • 100 Needles (SK)
  • Acorn Bomb
  • Bad Breath
  • Hydro Pull
  • Cactguard (AG)
Undead
  • Blood Drain
  • Doom (CS)
  • Level 5 Death
  • Saintly Beam
  • Tatami-gaeshi
  • Transfusion
  • The Look

Monstrous Magics by Rank

Rank 0

  • Flamethrower
  • Goblin Punch
  • Sticky Tongue
  • Toad Oil
  • Tingle
  • Water Cannon
  • Whistle
Rank 1

  • Acorn Bomb
  • Aetherial Spark (CS)
  • Blood Drain
  • Cactguard (AG)
  • Chirp
  • Devour
  • Feculent Flood
  • Flying Sardine (CS)
  • Frog Legs (AG)
  • Ice Spikes
  • Loom (AG)
  • Monstrous Meteor (SK)
  • Moon Flute
  • Mind Blast
  • Self Destruct
  • Triple Trident (AG)
  • Ultravibration
Rank 2

  • Alpine Draft
  • Black Knight's Tour
  • Blaze
  • Bomb Toss
  • Bristle (CS)
  • Drill Cannon
  • Eerie Soundwave
  • Electrogenesis
  • Exuviation (CS)
  • Final Sting
  • Kaltstrahl (AG)
  • Launcher
  • Level 4 Petrify
  • Magic Hammer
  • Malediction Of Water
  • Off Guard (SK)
  • Peculiar Light (SK)
  • Plaincracker
  • Revenge Blast
  • Saintly Beam
  • Song of Torment
  • Stotram
  • The Dragon's Voice
  • The Look (AG)
  • The Ram's Voice
  • The Rose Of Destruction
  • Tiger's Instinct (AG)
  • Transfusion
  • White Knight's Tour
Rank 3

  • Angel's Snack
  • Bad Breath
  • Condensed Libra (SK)
  • Dragon Force (AG)
  • Faze
  • Fire Angon (AG)
  • Flying Frenzy
  • Ink Jet
  • Lifebreak (SK)
  • Matra Magic (CS)
  • Protean Wave
  • Reflux
  • Rippler (CS)
  • Tail Cure (CS)
  • Tatami-gaeshi
  • White Wind
4th Level

  • Abyssal Transfixion
  • Aetherial Mimicry
  • Angel Whisper (CS)
  • Aqua Breath
  • Chelonian Gate
  • Cold Fog
  • Diamondback (AG)
  • Doom (CS)
  • Four Ton Weight
  • Frog Song
  • Glower
  • Gobskin
  • High Voltage
  • Hydro Pull
  • Mighty Guard (AG)
  • Missile
  • Mustard Bomb
  • Northerlies
  • Peripheral Synthesis
  • Perpetual Ray
  • Sharpened Knife
  • Snort
5th Level

  • 100 Needles (SK)
  • Auto-Life (CS)
  • Aetherial Form
  • J Kick (AG)
  • Level 5 Death
  • Nightbloom
  • Quasar
  • Time Slip

Rank 0

Flame Thrower

  • Casting Time: 1 action
  • Range: Self (10' cone)
  • Duration: Instanteous

As with thaumaturgical fire spells, the jet of flame produced by this technique manifests from a burst of fire-aspected aether. Certain weapons produce similar effects; however, this is not through aetherial manipulation, but rather the copious use of highly flammable liquid.

Creatures in the area of effect must succeed on a dexterity saving throw or take 1d6 fire damage.

At Higher Levels Flame Thrower's damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6), and 17th level (4d6).

Goblin Punch

  • Casting Time: 1 action
  • Range: 5'
  • Duration: Instanteous

You summon the tiny fist of a goblin to punch a foe in front of you. Make a melee spell attack. If it hits, the creature takes 1d8 magical bludgeoning damage. If the creature's level or CR is the same as your level, they take an additional 1d8 damage.

At Higher Levels Goblin Punch's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Sticky Tongue

  • Casting Time: 1 action
  • Range: 30'
  • Duration: Instanteous

In nature, Sticky Tongue is employed by giant toads, who extend said lengthy and unusually adhesive appendages to capture distant prey. The blue magic rendition utilizes a far more sanitary aetherial “tongue,” but the principle is the same.

You lash out a tongue at one enemy within 30'. They must suceed on a strength saving throw or be pulled adjacent to you and have their movement speeds reduced to 0 until the end of their next turn.

Toad Oil

  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration (up to 1 minute)

This technique covers the target's body in oil, much like a giant toad's slime would its own, allowing the caster to slip and slide away from foes' attacks. Though most consider it uncouth at best, make no mistake─its devotees are few, but ardent.

While concentrating on this spell the target has advantage on Acrobatics and Sleight of Hand checks. They also add your intelligence modifier on their next dexterity saving throw. Once they have made such a save the spell ends.

Tingle

  • Casting Time: 1 action
  • Range: 30'
  • Duration: Instanteous

Likely named this ability more for the pleasantly tingling current that energizes the caster, rather than the shocking bolt of devastation that smites the distant target. Devised by idle blue dragons who prefer to stay in one comfortable spot on the river, and strike at whatever swims into range.

Choose a creature within range. They must succeed on a constitution saving throw or take 1d8 lightning damage. If they fail the save by more than 5, they are also Shocked until the start of your next turn.

At Higher Levels Tingle's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Water Cannon

  • Casting Time: 1 action
  • Range: 100'
  • Duration: Instanteous

The first blue magic that a blue mage learns, imitating the water spouts of aquatic creatures such as the mighty Leviathan. When you cast Water Cannon on a creature, it must succeed on a strength saving throw or take 1d6 Cold damage and be pushed back 5'.

At Higher Levels Water Cannon's damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6), and 17th level (4d6).

Whistle

  • Casting Time: 1 action
  • Range: 30'
  • Duration: 1 round

This technique is in fact one of psychological suggestion. When the proper pitch is attained, the body will respond by producing adrenaline, which can be used to advantage in combat ─ or, as in its original use, in attracting a mate.

Choose a friendly creature when you whistle. If they make a weapon attack before the start of your next turn, they add your intelligence modifier to the attack and damage rolls. The spell ends on a successful hit. Alternatively, if the creature makes a Persuasion or Deception ability check, they add your intelligence modifier to that instead.

At Higher Levels At 5th level, the successful attack deals an extra 1d8 damage to the target on a hit. The damage increases by a further 1d8 at 11th level (2d8) and 17th level (3d8).

Rank 1

Acorn Bomb

  • Casting Time: 1 action
  • Range: 60'
  • Duration: 1 minute
  • Creature Type: Plant

This technique pelts foes with seedlike aetherial orbs, which then explode to release the soporific within. Scholars believe that similar defense mechanisms were originally developed by treants and other species vulnerable to preadotrs in order to prevent their boring of holes and leeching of sap.

Choose a point within range. Creatures within a 10' radius sphere of the point must succeed on a constitution saving throw or fall asleep for 1 minute. Sleeping creatures awake either if they take damage or if another creature uses their action to shake them awake. Sleeping creatures can make a new saving throw at the end of each of their turns to end the effect early.

Aetherial Spark (CS)

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instanteous
  • Creature Type: Abberation

This spell, learned from the monsters from beyond the realm, summons forth a cluster of luminous projectiles which inflict multiple pinpoint wounds to all in their path. The jagged edges of these tiny lacerations bleed profusely, weakening the target and causing considerable pain.

You generate three beads of force, which you can direct at up to three targets. Any creature hit by a bead takes 1 force damage and starts bleeding, taking an additional 1d6 slashing damage at the end of their next turn.

You may expend additional Monstrous Magic Points to increase the rank of Aetherial Spark. At higher ranks, you create an additional bead of force per rank, up to 7 beads at Rank 5.

Blood Drain

  • Casting Time: 1 action
  • Range: 5'
  • Duration: Instanteous
  • Creature Type: Beasts, Undead

Through the draining of blood, this spell saps a foe's essence, a portion of which is then absorbed by the caster. In nature, such habits first appeared in creatures such as bats and chigoes, who naturalists theorize developed the ability to absorb nutrients via blood over the course of centuries.

You manifest elongated fangs which you sink into a creature within range. Make a melee spell attack. If it hits, you deal 1d6 piercing damage and reduce the cost of the next Monstrous Magic you use next turn by your intelligence modifier, to a minimum of 1.

Cactguard (AG)

  • Casting Time: 1 reaction
  • Range: 30'
  • Duration: Instanteous
  • Creature Type: Plant

Awakened cacti are believed to have developed this ability to channel their essence toward others as a means of protecting particularly fruitful members of their species ─ as survival in arid climes ever comes at a cost.

When a creature other than yourself takes damage within 30' of you, you can use your Reaction to grant them Resistance to that damage, and that damage type, until the start of that creature's next turn. If an attack deals multiple types of damage (such as piercing and poison) it grants resistance against multiple damage types.

Chirp

  • Casting Time: 1 action
  • Range: Self (20' radius sphere)
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Beast

This spell mimics the queer cry of the stymphalian siren, which is known to impart those who hear it with the answer to life's greatest questions ─ an experience to which the mind reacts by becoming drowsy.

Creatures you choose within a 20' radius sphere of yourself must succeed on a Wisdom saving throw or be forced to drop whatever they are holding and have their movement speeds halved for the duration. They also have disadvantage on any saving throws against sleep effects or the Stunned condition. Affected creatures may make a new wisdom save at the end of each turn to end this effect early.

Devour

  • Casting Time: 1 action
  • Range: 5'
  • Duration: Instantaneous
  • Creature Type: Monstrosity

No longer merely the domain of savage monsters, this technique, when reproduced by the blue mage, involves not the devouring of rent flesh, but rather heals and invigorates its caster through the absorption of their aether.

Your jaw expands with enormous rending teeth that you bite down into your foe. Make a melee spell attack. If it hits, deal 4d6 piercing damage and heal for the amount of damage done. If this would heal you over your maximum, you gain temporary hit points for any overflow amount.

You may expend additional Monstrous Magic Points to increase the rank of Devour. You deal an additional 2d6 damage for each rank about Rank 1.

Feculent Flood

  • Casting Time: 1 action
  • Range: Self (30' line)
  • Duration: Instantaneous
  • Creature Type: Elemental

The signature technique of earth gliders, this ability draws on earth-aspected aether to generate a stinging geyser of mud. Widely believed to deal additional psychological damage against opponents dressed in white.

When you cast this spell you blast a 30' long, 5' wide line with viscous mud. Creatures in the area of effect must succed on a Dexterity save or take 3d6 bludgeoning damage and be Hobbled for 1 minute. They may use an action to clean the mud from themselves to end the Hobbled effect early. Creatures who succeed on the saving throw take half damage and are not Hobbled.

The area left by the mud also becomes difficult terrain until washed away by water or hardened by fire.

You may expend additional Monstrous Magic Points to increase the rank of Feculent Flood. You deal an additional 2d6 damage for each rank about Rank 1.

Flying Sardine (CS)

  • Casting Time: 1 reaction
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Humanoid

Young sahuagin, in the wild, violently regurgitates its latest pescatarian meal at predators as a defense mechanism. In blue magic trials, Flying Sardine has proven to be an equally effective deterrent even when the sardine in question is not entirely physical, reliably shocking adversaries into silence.

You can cast Flying Sardine as a reaction to a creature that you can see casting a spell, firing a spectral fish from your mouth at the caster. Make a ranged spell attack. If it hits it deals 1d6 poison damage. If the damage dealt is greater than the level of the spell, the creature’s spell fails and has no effect.

You may expend additional Monstrous Magic Points to increase the rank of Flying Sardine. You deal an additional 1d6 damage at Rank 3 and Rank 5.

Frog Legs (AG)

  • Casting Time: 1 action
  • Range: Self (30' radius)
  • Duration: 1 minute
  • Creature Type: Humanoid

This incantation-like song is evidently considered a toe-tapper by grung ─ and grung exclusively, for to all other creatures it sounds much like a frog being run over by a carriage. Brazenly chanting it without remorse, therefore, is an effective means of drawing ire when necessary.

When you cast this spell all creatures you choose within a 30' radius must make a Wisdom saving throw. If they fail, they are drawn to attack you and you alone. They have disadvantage on any attack rolls that they make that aren't against you, and friendly creatures other than yourself have advantage on saving throws against those you provoke.

This effect lasts for 1 minute, however an affected creature can make a new saving throw at the end of each turn to end the effect early.

Ice Spikes

  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 hour
  • Creature Type: Fiend

Favored by certain devils, this spell ─ technically a curse, cast upon oneself ─ converts the malice of attackers into aetherial spikes of ice, impaling them each time they strike. The more furious their flurries, the more pain they cause themselves ─ poetic justice, one might say.

Creatures that strike you with a melee attack while within 5' of you take 1 cold damage. In addition they must succeed on a constitution saving throw or gain a stack of the Chilled condition for 1 minute.

Loom (AG)

  • Casting Time: 1 bonus action
  • Range: 45'
  • Duration: Instantaneous
  • Creature Type: Fey

To utilize this simple teleportation spell, the blue mage creates an aetherial current upon which to travel between their location and the desired position. Though this is only effective over short distances, it is nevertheless an invaluable tool in the event that one needs to beat a hasty retreat.

Choose a location within range that is adjacent to another creature - friend or foe. You teleport to it.

Monstrous Meteor (SK)

  • Casting Time: 1 action
  • Range: 90'
  • Duration: Instantaneous
  • Creature Type: Dragon

A destructive ability employed by red dragons wherein the dust and dirt in the area is drawn up into one solid mass, heated until it glows, then dropped on a target from on high. It is unsurprising, then, that these scaley fiends are greeted with near-universal terror.

Choose a point within range. You conjure up a meteor that falls from the sky to drop down upon your foes. All creatures, with the exception of your Monstrous Copy, within a 20' radius sphere of the targeted point take 2d6 fire damage. Creatures adjacent to your Monstrous Copy suffer an additional 2d6 fire damage, and the creature closest to the impact point also takes an additional 1d6 fire damage. Affected creatures can make a dexterity saving throw to halve the damage dealt.

This monstrous magic has no effect inside an enclosed space, though it may damage the roof if cast inside a building.

You may expend additional Monstrous Magic Points to increase the rank of Monstrous Meteor. This increases the damage for the closest creature to the impact point by 2d6 for each rank about Rank 1.

Moon Flute

  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: One round
  • Creature Type: Fiend

This technique imitates a peculiar flute wrested from the grasp of a vanquished devil. Said creature was initially welcomed as a god by peoples who worship the moon, but it soon became clear to them that the flute was the true source of its power and cruel authority.

Your whistle imitates the flute, granting you temporary hit points equal to your Blue Mage level plus your Intelligence modifier, increasing your movement speeds by 30', and any damage you deal is increased by an additional half as much. At the end of your next turn, the potent flute's power wears off, leaving you drained. Your movement speed is set to 0, you are Staggered, and cannot take actions. At the end of the following turn, you return to normal.

Mind Blast

  • Casting Time: 1 action
  • Range: Self (30' cone)
  • Duration: Instantaneous
  • Creature Type: Aberration

Primarily used by mindflayers, Mind Blast assaults nearby foes' perceptions, tormenting them with the sensation of manifold cuts. Senses overwhelmed, victims' bodies react as if perception were reality, leaving them wounded and dazed.

Each creature in a 30-foot cone must make an Intelligence saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is Staggered until the end of their next turn.

You may expend additional Monstrous Magic Points to increase the rank of Mind Blast. You deal an additional 2d6 damage for each rank about Rank 1.

Self Destruct

  • Casting Time: 1 action
  • Range: Self (30' radius)
  • Duration: Instantaneous
  • Creature Type: Elemental

Self-destruct, when used by blue mages, converts the entirety of its caster's energy into fire-aspected aether to cause an explosion. The application of oil has been observed to make it more effective ─ though likely also more painful.

When you cast this spell you deal fire damage equal to your current HP to all creatures within a 30' radius of yourself. Creatures can make a dexterity save to halve the damage. You also drop to 0HP and automatically fail two death saving throws. If you do not expire and instead regain consciousness either on your own or due to healing, you suffer from the Weakened condition for 1 minute.

Triple Trident (AG)

  • Casting Time: 1 action
  • Range: 5'
  • Duration: Instantaneous
  • Creature Type: Humanoid

Originally developed by the Kua Toa as a spearfishing technique, this blindingly fast triple strike has proven just as effective against creatures more intent on devouring the fisher.

When you cast this spell your cane morphs to the image of a large, magical trident. You make three spell attacks as part of the attack, each dealing 1d6+your intelligence modifier as magical piercing damage. The attacks can be split between multiple creatures. Each successful lets you roll with an extra dice of advantage on the next attack, such that if you succeeded on the first two attacks, the third attack rolls three d20s and picks the highest. This also stacks with normal advantage.

You may expend additional Monstrous Magic Points to increase the rank of Triple Trident. You deal an additional 1d6 damage per attack for each rank about Rank 1.

Ultravibration

  • Casting Time: 1 action
  • Range: Self (20' Cone)
  • Duration: Instantaneous
  • Creature Type: Monstrosity

By manipulating aether to imitate the minute wingbeats of a cockatrice, a caster generates an ultrasonic wave which ripples visibly through the surrounding air. The vibrations are lethal to frozen or petrified targets, causing them to shatter with dramatic force.

Frozen or Petrified creatures within the area of effect must succeed on a Constitution saving throw or be shattered, instantly killing them. This also destroys their body and any items they were holding or carrying. Creatures whose level or CR is equal to or greater than your level are unaffected by this monstrous magic.

Rank 2

Alpine Draft

  • Casting Time: 1 action
  • Range: Self (30' Line)
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Monstrosity

So fierce as to match the gales that pierce Abalathia's Spine, the gusting wind produced by this spell is commonly put to use by wild griffins in driving trespassers from their jealously guarded territory.

You summon spectral wings to buffet forth a 15' wide, 30' line of chilly air. Creatures stood in the path must succeed on a dexterity saving throw or suffer 3d6 cold and 3d6 bludgeoning damage. The swirling winds remain at the end point of the line, buffeting creatures within a 15' diameter sphere. Any creature who moves into or starts their turn in the swirling winds takes 1d6 cold and 1d6 bludgeoning damage. These swirling winds remain for up to 1 minute, or until you lose concentration.

You may expend additional Monstrous Magic Points to increase the rank of Alphine Draft. The initial damage of the spell is increased by 1d6 cold and 1d6 bludgeoning for each rank above Rank 2.

Black Knight's Tour

  • Casting Time: 1 action
  • Range: Self (30' line)
  • Duration: Instantaneous
  • Creature Type: Celestials

Never particularly concerned with mercy, a particularly ruthless group of Celestials intended this spell to crush heretics' spirits with a mentally destabilizing beam of magic. If the target is already suffering from physical distress, all the better.

Your morph your own magical energies to emulate that of the heavens, unleashing a powerful beam. Creatures in the area of effect take 4d6 Radiant damage, or half as much on a successful dexteriy saving throw. Creatures who fail the save are also Staggered for 1 minute. If any creature damaged by this spell was Hobbled, they take an additional 50% damage (calculated before the saving throw, and the Hobbled condition is instantly ended on them.

You may expend additional Monstrous Magic Points to increase the rank of Black Knight's Tour. The damage increases by 2d6 for each rank above Rank 2.

Blaze

  • Casting Time: 1 action
  • Range: Self (20' radius)
  • Duration: Instantaneous
  • Creature Type: Monstrosity

Contrary to expectation, the Blaze attack employed by remohaz manifests a swirling storm of ice. Some dismiss the spell's name as an odd jest made by the author of the novel in which the terrible insect was first referenced, while others claim the freezing lesions it causes resemble terrible burns.

Creatures in the area, excepting yourself, take 6d6 cold damage and gain the Burned condition due to the freezing ice that latches to them.

Bomb Toss

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Humanoid

This spell creates an aetherial replica of the sort of bomb preferred by goblins. Of course, goblin bombs acquire their combustive force through the use of magically enhanced gunpowder, so mimicking this effect with aether alone requires no small amount of effort, but the results are...explosive.

You toss a bomb at a point within range. Creatures within a 20' radius sphere must succeed on a dexterity saving throw or take 6d8 fire damage. On a successful save, the damage is halved. The bomb leaves behind an opaque smoke cloud that fills the area for 1 minute, granting heavy obscurity to any creatures within it.

You may expend additional Monstrous Magic Points to increase the rank of Bomb Toss. You deal an additional 2d8 damage for each rank about Rank 2.

Bristle (CS)

  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: Concentration (up to 1 minutes)
  • Creature Type: Beast

Instinctive to beasts, Bristle channels sheer animalistic rage into heightened spiritual and physical power. The blue mage will find that they can adapt this technique to increase their spells' potency.

When you use this Monstrous Magic, it increases the damage dealt by the next Monstrous Magic of an equal or lower rank you cast by half.

You may expend additional Monstrous Magic Points to increase the rank of Bristle, allowing you to apply it to a wider selection of Monstrous Magics.

Drill Cannon

  • Casting Time: 1 action
  • Range: Self (30' line)
  • Duration: Instantaneous
  • Creature Type: Construct

This technique mimics the Drill Cannons of certain constructs by winding aetherial currents until they resemble rapidly spinning projectiles. Like the physical drills upon which they are patterned, these projectiles excel at penetrating stone.

You create a drill of magical energy and launch it forward in a line from you. Creatures in the area of effect must make a dexterity saving throw or take 4d10 piercing damage, taking only half damage on a successful save. Drill Cannon deals double damage to creatures who are Frozen or Petrified, and bypasses resistance or immunity to this damage.

You may expend additional Monstrous Magic Points to increase the rank of Drill Cannon. You deal an additional 2d10 damage for each rank about Rank 2.

Eerie Soundwave

  • Casting Time: 1 action
  • Range: Self (30' radius sphere)
  • Duration: Instantaneous
  • Creature Type: Beast

The empuse generates its eerie soundwave by rapidly vibrating parts of its body, emitting an unsettling tone that can only be described as “gods-awful.” Said tone can, however, be harnessed by the mage to disrupt certain harmonious aetherial frequencies and nullify their beneficial effects.

When you use this monstrous magic, enemy creatures that can hear you in the area have one beneficial magic effect ended on them, up to either Rank 2 Monstrous Magics or level 3 spells. This targets the lowest level spell or lowest rank monstrous magic first.

You may expend additional Monstrous Magic Points to increase the rank of Eerie Soundwave. For each rank above 2nd, you can dispel the next higher rank monstrous magic, and two levels of spell. A Rank 3 Eerie Soundwave can therefore remove up to 5th level spells.

Electrogenesis

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Beast

This efficacious technique is, in nature, employed by the voracious sea serpent, which will spit a bubble of water that takes on the electric charge of the serpent's own scales─giving the creature's prey a rather nasty shock upon impact.

You launch a globule of watery electricity from your mouth to the point within range. All creatures within a 15' radius must succeed on a constitution saving throw or take 5d8 lightning damage and be Shocked for 1 minute. On a successful save, they take half damage and are not Shocked. Affected creatures can make a new save at the end of each of their turns to end the effect early.

You may expend additional Monstrous Magic Points to increase the rank of Electrogenesis. Doing so increases its the damage dealt by 2d8 for each level above 2nd.

Exuviation (CS)

  • Casting Time: 1 action
  • Range: Self (15' radius)
  • Duration: Instantaneous
  • Creature Type: Dragon

This spell enhances the body's natural detoxification processes, stimulating organs and the growth of new tissue. Perhaps due to it having originated with drakes, it feels much like shedding an old layer of scales.

Friendly creatures within the area of effect (including yourself) are healed of one of the following conditions: Blinded, Deafened, Hobbled, Staggered, Poisoned. They may also expend a number of hit dice equal to their proficiency bonus to heal if they so wish. If they choose to do so, they add your intelligence modifier to the total amount healed.

Final Sting

  • Casting Time: 1 action
  • Range: 5'
  • Duration: Instantaneous
  • Creature Type: Beast

A desperate mage's last resort, this technique converts all of the user's life force to an aetherial poison that is then injected into a single adversary. Suffice it to say that, as with the physical sting of the giant bee, it should not be relied upon in but the most dire of circumstances.

As part of making this attack your arm morphs into an insect's sting. Make a melee spell attack. If it hits, you deal magical piercing damage equal to double your current hit points. You then die. If you miss, the magic fizzles with no effect.

If you are resurrected after casting Final Sting, you are Weakened for 1 minute.

Kaltstrahl (AG)

  • Casting Time: 1 action
  • Range: Self (15 wide, 15' long line)
  • Duration: Instantaneous
  • Creature Type: Construct

To employ this technique, it is first necessary to replicate the iron golem's fearsome sword, which is then swung in an arc to cut foes down quicker than they can blink.

You slash your aetherial blade in a 15' wide, 15' long line, making a melee spell attack roll against each creature in the area. On a hit, you deal 3d10 magical slashing damage, plus your intelligence modifier.

You may expend additional Monstrous Magic Points to increase the rank of Kalstrahl. Doing so increases its the damage dealt by 3d10 for each level above 2nd.

Launcher

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Humanoid

This spell - particularly effective on the gullible - conjures a volley of illusory missiles, fooling foes into feeling as if they have met the singularly unpleasant fate of being fired upon by magical missiles and causing their bodies to react accordingly.

Chose up to 6 creatures within range. For each creature, roll a d6. The resulting number is how many d6s of psychic damage you roll for that creature as their body is barraged with illusory projectiles. A creature can make an intelligence saving throw to halve the damage they receive.

Level 4 Petrify

  • Casting Time: 1 action
  • Range: 30'
  • Duration: Instantaneous
  • Creature Type: Monstrosity

This curse, a modification of that used by the Basilisk and Medusa, takes advantage of the hubris that living creatures tend to fall prey to upon reaching certain milestones in development, targeting mental weaknesses to give foes a paralyzing reminder of their own fallibility.

You target one creature in range that can see you whose CR or level is 4 or higher, and force them to make a Constitution saving throw. If the saving throw fails by 10 or more, the creature is instantly Petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the Greater Restoration spell or other magic.

Creatures whose CR or level is a multiple of 4 have disadvantage on this saving throw. If the target creature has a CR or level higher than yours this Monstrous Magic has no effect.

Magic Hammer

  • Casting Time: 1 action
  • Range: 5'
  • Duration: Instantaneous
  • Creature Type: Construct

The Modrons of Mechanus sometimes use magic-purging hammers as a tool to exact order, and a clever blue mage can learn to imitate these and put them to work for themselves.

Make a melee spell attack against a creature. If you hit, you deal 2d6 force damage and instantly expend the highest level unspent spell slot of the target creature, up to 3rd level. Creatures who are concentrating on a spell actively have disadvantage on the concentration saving throw against the damage dealt by magic hammer.

You may expend additional Monstrous Magic Points to increase the rank of Magic Hammer. Doing so increases the damage dealt by 1d6 per Rank, and increases the level of spell slot you can burn by 2 per rank, such that a Rank 4 magic hammer could expend a target's 7th level spell slot.

Malediction Of Water

  • Casting Time: 1 action
  • Range: 90'
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Humanoid

This example of sahuagin aquamancy sends forth a surging wall of water which sweeps along all in its path ─ friend or foe. One cannot be too careful when toying with maledictions.

Target a point within range. You summon a 30' wide, 30' tall, 5' long line, which sweeps forward 15' in a direction you choose. Creatures swept over by the wall must succeed on a strength saving throw or take 6d4 bludgeoning damage and be pushed back with it. On a successful save they take half damage and are not pushed back.

While the wall remains it is difficult terrain to pass through, and ranged attacks that pass through the wall have disadvantage.

As a bonus action on your turn you can choose to move or rotate (but not both) the wall up to 15'.

Off Guard (SK)

  • Casting Time: 1 bonus action
  • Range: 60'
  • Duration: Concentration (up to 1 hour)
  • Creature Type: Giant

A primitive type of curse cast by giants, this spell sunders opponents' defenses by breaking their spirits. Pairing it with strong offensive magic allows the blue mage to weaken and strike down foe after foe without cease.

Choose a target within range that you can see. Until the spell ends, you deal additional psychic damage equal to your proficiency bonus once per turn when you or your Monstrous Copy damages them. The target also does not apply their dexterity modifier to their armour class, if positive. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

You may expend additional Monstrous Magic Points to increase the rank of Off Guard. Doing so increases its duration to 8 hours at Rank 3 and 24 hours at Rank 4. At Rank 5, the additional psychic damage is doubled.

Peculiar Light (CS)

  • Casting Time: 1 bonus action
  • Range: Self (10' radius)
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Elemental

A variant on a salamander specialty, Peculiar Light disperses radiance naturally emitted during spellcasting into a half-globe, clouding victims' vision. Thus unbeknownst to them, malignant aether lurking within the rapidly reflecting beams renders them more susceptible to further aetherial assaults.

When you cast this spell you summon a globe of light that flies hovers above your head, casting bright light within 10' and dim light a further 10' beyond that. This light pierces magical darkness if the spell causing it is not of a higher level than the Rank you cast Peculiar Light from. The light moves with you when you move.

Creatures you choose within the bright light suffer an additional 1d4 Radiant damage whenever they take damage.

You may expend additional Monstrous Magic Points to increase the rank of Peculiar Light. Doing so increases its radius by a further 10' and its damage by an additional 1d4 per rank above Rank 2. If cast at Rank 5, the light counts as Sunlight.

Plaincracker

  • Casting Time: 1 action
  • Range: Self (10' radius)
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Elemental

Just like that all-too-well-known fixture in the arsenals of many earth elementals, this technique creates a localized quake around the caster. According to legend, the earth itself will appear to shatter under a true master of the spell

When you cast this spell, all creatures within a 10' radius must succeed on a strength saving throw or take 2d6 bludgeoning damage and be knocked prone. On a successful saving throw, they take half damage and remain standing. The area around you also becomes difficult terrain. The spell pulses from you again at the end of each of your turns for the duration, forcing another saving throw against the damage and potentially being knocked prone.

Revenge Blast

  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Humanoid.

The lizardfolk are generally willing to pass on this close-quarter technique, which allows the mage to harness his own feelings of desperation at being driven closer to death and launch a last-ditch offensive. The name of the creature who originally possessed it, however, remains a closely guarded secret.

When you cast this spell, you gain advantage on Concentration saving throws for the duration of the spell. Taking damage while concentrating on this allows you to store the energy within yourself. When you lose concentration, either due to damage or voluntarily, you can unleash the stored power within yourself by using your reaction. Choose a target within 30'. They must succeed on a consitution saving throw or take force damage equal to that which you took while Concentrating on this spell. On a successful saving throw, the damage is halved.

If you have below one quarter hit points when you unleash the blast, the damage is tripled.

Saintly Beam

  • Casting Time: 1 action
  • Range: Self (30' line)
  • Duration: Instantaneous
  • Creature Type: Undead

Cast by, of all things, a phantom train, this purifying light burns away restless spirits and consumes tainted souls. In places where travel by train is commonplace, tale is often told of a spectral locomotive whose passengers are the spirits of the dead...

When you fire this radiant beam forwards, creatures in the area take 4d10 radiant damage, taking half as much on a Wisdom saving throw. Undead creatures who fail the saving throw are also Turned, as the Cleric feature Turn Undead, for 1 minute. They may make a new saving throw at the end of each turn to end the effect early.

You may expend additional Monstrous Magic Points to increase the rank of Saintly Beam. Doing so increase the damage or healing by 2d10 for each rank above Rank 2.

Song of Torment

  • Casting Time: 1 action
  • Range: Self (15' radius)
  • Duration: Instantaneous
  • Creature Type: Beast

Favored by sirens, the Song of Torment carries in its melody a malicious enchantment. It ensnares the listener's spirit, inducing phantom pain that soon becomes physical as the body struggles to process the mind's trauma.

Creatures who can hear you within a 10' radius must succeed on an intelligence saving throw or be wracked with pain, taking 4d8 psychic damage, taking half damage on a successful save. The creature closest to you faces the brunt of your song, and if they fail the saving throw they are Stunned until the end of your next turn.

Stotram

  • Casting Time: 1 action
  • Range: Self (15' radius)
  • Duration: Instantaneous
  • Creature Type: Celestial

A paean to love favored by the gods of art and romance, this spell produces an explosion of light, the effect of which varies depending on the caster's mindset - a heart intent on harm will scorch foes caught in the blast, whilst a heart filled with mercy will mend the wounds of those held dear.

When you cast this spell, creatures you choose in the area of effect suffer 6d8 fire damage, or half as much on a successful constitution saving throw. If they fail the saving throw they are also Burned.

Alternatively when you cast this spell you instead choose to heal any creatures you choose within the area for 4d8 hit points.

You may expend additional Monstrous Magic Points to increase the rank of Stotram. Doing so increase the damage or healing by 2d8 for each rank above Rank 2.

The Dragon's Voice

  • Casting Time: 1 action
  • Range: Self (15' Cone)
  • Duration: Instantaneous
  • Creature Type: Dragon, Monstrosity

The blue mage's ability to direct volatile lightning to form the shocking breath produced by this spell is owed to the chimera from which the technique was learned ─ and whose control of lightning aether was, in turn, owed to its draconic head.

You breathe a devastating blast of lightning from your mouth. Creatures within the area must succeed on a dexterity saving throw or suffer 4d12 lightning damage and be Burned. If they succeed on the saving throw, they do suffer only half damage and are not Burned. If the creature has the Chilled condition, this removes the condition and the spell deals an additional 50% damage.

You may expend additional Monstrous Magic Points to increase the rank of The Dragon's Voice. Doing so increases its the damage dealt by 2d12 for each rank above Rank 2.

The Look

  • Casting Time: 1 action
  • Range: 30'
  • Duration: Instantaneous
  • Creature Type: Undead

Common amongst lichs, this technique requires using the position of one's own eyes to anchor arcane geometries in which to concentrate aether. The user then expels the aether, propelled by ill will, in the direction of his gaze─though this tends to earn him a fair bit of ire in return.

You lock eyes with a creature that can see you. They must succeed on a Wisdom saving throw or take 6d6 psychic damage, taking half damage on a successful saving throw. If they fail the saving throw, they also have disadvantage on any attack rolls that they make that aren't against you, and friendly creatures other than yourself have advantage on saving throws from the target creature. This lasts for 1 minute. The target creature can make a new saving throw at the end of each turn to end the effect early.

The Ram's Voice

  • Casting Time: 1 action
  • Range: Self (10' radius sphere)
  • Duration: Instantaneous
  • Creature Type: Beast, Monstrosity

Scholars theorize that this particular spell was born of the variety of aetherial manipulation often performed by northern rams to survive the harsh climes of high elevations ─ but when ram became chimera head, it began to favor offense over defense.

You unleash a chilly cry from your mouth, heralding the alpine winds. Enemy creatures that can hear you within a 10' radius must succed on a constitution saving throw or suffer 4d12 cold damage and gain a stack of Chilled. If they succeed on the saving throw, they do suffer only half damage and are not Chilled. If the creature has the Burn condition, this ends it immediately and the spell deals an additional 50% damage.

You may expend additional Monstrous Magic Points to increase the rank of The Ram's Voice. Doing so increases its the damage dealt by 2d12 for each rank above Rank 2.

The Rose Of Destruction

  • Casting Time: 1 action
  • Range: Self (60' line)
  • Duration: Instantaneous
  • Creature Type: Humanoid

This spell imitates the martial technique devised by Ivon Tigerfist, which in turn mimics the vicious pounce attack employed by wild tigers. Upon casting, a ball of concentrated aether is propelled forward with sufficient force to knock back all but the most implacable opponents.

You launch a rose-shaped burst of force energy in a line from yourself. The first creature or object this hits takes 9d6 force damage and are knocked back 10'. On a successful strength saving throw, they take half as much damage and are not knocked back. If they are knocked back into another creature or an immovable object (such as a wall) then both the initial target and the creature/object they are pushed into take 2d4 bludgeoning damage.

You may expend additional Monstrous Magic Points to increase the rank of The Rose of Destruction. Doing so increases its the damage dealt by 2d6 for and the distance pushed back by 10' each rank above Rank 2.

Tiger's Instinct (AG)

  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: 1 minute
  • Creature Type: Beast

A behavior learned from certain species of dire tiger, the caster rises to the challenge of losing comrades by tapping into a feral survival instinct. When all seems lost, or when simply treading where a lone mage was not meant to tread, unrestrained ferocity is sometimes the only way to win through.

When you cast this spell all healing and damage you deal is doubled, and any movement speeds you have are increased by 15' for the duration. This spell's effects are suppressed if there are any conscious friendly creatures within 200'.

Transfusion

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Undead

At times used by self-sacrificing spirits of the dead, this technique consumes the almost all of one's being to fully restore both the body and mind of another. Though the sacrifice required is great, the use of this spell is a deed not soon forgotten.

Choose a creature within range. They are healed by an amount equal to your current hit points minus 1. Any hit points restored over their maximum is instead converted into temporary hit points that last for ten minutes. You drop to 1 hit point.

White Knight's Tour

  • Casting Time: 1 action
  • Range: Self (20' line)
  • Duration: Instantaneous
  • Creature Type: Celestial

Developed as an efficient means for subduing heretics, this spell unleashes a concentrated wave of aether in your wake, leaving all you pass through pained and stumbling ─ particularly if said target is already staggering.

You rush forward on a wave of magical energy, passing through any creatures in your path. This movement does not provoke opportunity attacks. Creatures you pass through take 6d4 Force damage, or half as much on a successful dexteriy saving throw. Creatures who fail the save are also Hobbled for 1 minute. If any creature damaged by this spell was Staggered, they take an additional 50% damage (calculated before the saving throw), and the Staggered condition is instantly ended on them.

You may expend additional Monstrous Magic Points to increase the rank of White Knight's Tour. The damage increases by 3d4 for each rank above Rank 2.

Rank 3

Angel's Snack

  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous
  • Creature Type: Celestial

A spell attributed to guardian angels wherein the caster manifests a spread of aetherial treats with panacean properties. Those nourished by the feast find their wounds quickly closing ─ an effect which lingers when provided by a practitioner with knowledge of healing.

You create 8 tiny sweet treats. A creature can use a bonus action to eat a treat, healing for 1d8 + your intelligence modifier hit points and allowing you an additional saving throw, with advantage, to end one disease. The treats can be fed to someone else as an action. A single treat provides enough nourishment to sustain a creature for one day. They are also exceptionally tasty. A treat loses its potency after 8 hours.

If you are a Cerulean Sage, each treat heals an additional 1d8 hit points.

Bad Breath

  • Casting Time: 1 action
  • Range: Self (10' cone)
  • Duration: 1 minute
  • Creature Type: Plant

This spell manipulates wind- and earth-aspected aether to call forth the umbral, imbuing exhaled air with miasma. Attempts to replicate a myconid's spore breath sans its inherent horrific stench have been unsuccessful, thus it retains its title as the foulest of monstrous magics.

When you breathe the foul magic, creatures in the area who have to breathe must succeed on a constitution saving throw or be Blinded, Deafened, Poisoned, Hobbled and Weakened for 1 minute. They may make a new saving throw at the end of each turn to end this effect early.

Condensed Libra (SK)

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Construct

Invented by complete accident whilst a master artificer attempted to manufacture an automaton that might monitor his lover's suspected illicit activities, and now a staple mechanism of Sapphire Keepers, Condensed Libra allows for the rapid analysis and amplification of a foe's weaknesses.

You have advantage on attacks against the target of this spell, and the target has disadvantage against saving throws that you provoke.

Dragon Force (AG)

  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 minute
  • Creature Type: Dragon

A technique said to originate from gem dragons, this ability cocoons the caster in a sphere of aetherial force which serves to blunt incoming attacks. There is some debate on whether the aforementioned “dragons” are truly of dragonkind, or merely a species of “dragon-like” scalekin.

You create an aetherial bubble that you surrounds yourself. This bubble has hit points equal to twice your blue mage level. Whenever you take damage, the bubble takes the damage instead. If this damage reduces the bubble to 0 hit points, you take any remaining damage. The bubble has Resistance to bludgeoning, piercing and slashing damage.

You may expend additional Monstrous Magic Points to increase the rank of Dragon Force. Doing so increases the ward's health by an amount equal to your blue mage level for each rank above Rank 3.

Faze

  • Casting Time: 1 action
  • Range: Self (15' cone)
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Humanoid

Originally developed as a means of defense from flesh-eating beasts, this favorite of the kobold tribes produces a shockwave as its user strikes together palms filled with concentrated aether, leaving foes witless.

Creatures within the area of effect who can hear you when you cast this spell must succeed on a constitution saving throw or be Stunned for 1 minute. A creature who fails the saving throw can make a new save at the end of each of their turns to end the effect early.

Fire Angon (AG)

  • Casting Time: 1 action
  • Range: Self (20' line)
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Humanoid, Elemental

In imitation of a martial technique created by fire genasi, this spell imbues a long-headed spear - or rather, an aetherial replica of the same─ with fire-aspected aether and propels it across the field at enemy combatants.

You thrust a fiery spear forwards. Creatures in the area must succeed on a dexterity saving throw or take 2d6 piercing damage and 8d6 fire damage. On a successful save, they take no piercing damage and half fire damage. If more than one creature fails the dexterity saving throw, they are joined together by the fiery spear, preventing any movement. Creatures can use an action to make a strength check against your save DC to pull themselves away from the spear. Pulling themself away from the impaling spear gives them the Burned condition.

Flying Frenzy

  • Casting Time: 1 action
  • Range: 120'
  • Duration: Instantaneous
  • Creature Type: Monstrosity

Replicating this technique requires magically altering one's own state of mind to mimic that of a roc. The flying strike that results surpasses normal physical limitations, but requires dispensing with caution in favor of an all-consuming rage─the sensible mage will shield herself with aether first.

You leap into the air, up to 100', before falling back down onto an enemy that is within 120' of your original position. Make a melee spell attack against the creature, if you hit, you deal 1d6 thunder damage for each 10' you were able to leap into the air. You then move adjacent to the creature you cast this upon. You take no fall damage from the movement involved in this monstrous magic.

You may expend additional Monstrous Magic Points to increase the rank of Flying Frenzy. Doing so increases the maxium jump height by 40' for each rank above Rank 3.

Ink Blast

  • Casting Time: 1 action
  • Range: Self (30' Cone)
  • Duration: Instantaneous
  • Creature Type: Beast

Ink Jet is often considered a more advanced form of Water Cannon, though this time the spell imitates the power of the giant octopus. The spell infuses aetherially concentrated water with whatever impure substances are most readily available to create and expel a synthetic “ink,” blinding opponents.

Any creatures caught in the area of effect must succeed on a dexterity saving throw or take 8d8 cold damage and be Blinded for 1 minute. On a successful save, they take half damage and are not blinded. Creatures can use an action to wipe away the ink from their (or another creature's) eyes, ending the blind effect early.

Lifebreak (SK)

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Aberration

This otherworldly technique is adapted from creatures from the beyond, who weaken themselves to weaken their foes.

Make a ranged spell attack against a creature within range. If you hit, their current hit points are changed to match your current hit points. This can only lower a creature's health, not increase it. If you miss, you regain half the monstrous magic points you expended on casting this. Creatures whose CR is equal to or greater than your blue mage level are not affected by Lifebreak.

You may expend additional Monstrous Magic Points to increase the rank of Lifebreak. If you increase this to Rank 5, you have advantage on the attack roll.

Matra Magic (CS)

  • Casting Time: 1 action
  • Range: 90'
  • Duration: Instantaneous
  • Creature Type: Aberration

A variety of magic similar to that from which Aetherial Spark is derived, this spell pummels the target with a barrage of incandescent orbs. Its name, likely familiar to scholars of the arcane, is said to have once encompassed the Whalaqee arts of near-death curses and converting life force into mana.

Choose three points within range. Creatures within a 10' radius of those points takes 5d4 force damage as they are bombarded by pure magic. Areas cannot overlap.

You may expend additional Monstrous Magic Points to increase the rank of Matra Magic. Doing so increases the damage dealt by 3d4 per rank above Rank 3.

Protean Wave

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Elemental

This technique originates with the living liquid, which coalesces about a hydrate core that allows it to dispense its own fluid in a violent flood. The magically reproduced version, correctly applied, is equally effective in sweeping away even the bulkiest of foes.

Choose a point within range. Creatures within a 15' radius must succeed on a strength saving throw or take 4d8 bludgeoning and 4d8 cold damage, and be pushed to the edge of the area of effect. On a successful saving throw they take half damage and are not moved.

You may expend additional Monstrous Magic Points to increase the rank of Matra Magic. Doing so increases area of effect by 5' per rank, and damage by 1d8 bludgeoning and 1d8 cold per rank, above Rank 3.

Reflux

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Dragon

This technique strikes a foe with a ball of concentrated electricity ─ accumulated by wild elder wyverns during their passage through the clouds, but eminently reproducible through magical means ─ the power of which causes its body to seize as if being crushed by monumental weight.

You launch a ball of lightning at a creature within range. They take 8d8 lightning damage, or half as much on a successful constitution saving throw. If they fail the saving throw, they are also Shocked for 1 minute. They make may a new save at the end of each of their subsequent turns to end the Shocked effect early.

Creatures within 10' of the target must max a dexterity saving throw or take 4d4 lightning damage.

Rippler (SK)

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Dragon

This technique was originally devised by a particularly magically inclined dragon as a way to turn all the nasty spell effects that adventuring parties inflicted upon them back in their face.

As part of using this Monstrous Magic you touch one creature, then choose another creature you can see within range. Any negative or detrimental spell effects and conditions on the touched creature are exchanged and transfered to the creature you chose within range. Likewise, any beneficial conditions and spell effects affecting the targeted creature are transferred to the creature you touch. The targeted creature can make a constitution saving throw to negate this monstrous magic.

Tail Cure (CS)

  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous
  • Creature Type: Fey

This spell seems fundamentally no different from those used by certain fey, though upon inquiry as to its detailed workings, an anonymous faerie dragon provided the following words of advice: “Stuff your brain with magic ─ you know, the sparkly kind─ then go 'bwaaa'!”

When you touch a creature they heal 6d6. The surge of magical energy passing through them allows them to end any magical effects currently affecting them that they choose to.

Tatami-gaeshi

  • Casting Time: 1 action
  • Range: 45'
  • Duration: 1 minute
  • Creature Type: Undead

The con-tinh employ this ability to weave a row of phantom tatami mats, which they then flip onto an enemy with stunning force. A true master of the technique can even imbue the creation with the faint scent of tatami straw.

You create an aetherial tatami mat which you flip onto a 15' square within range. Creatures within the area of effect must make a strength saving throw or take 6d12 necrotic damage and be knocked prone. On a successful save, they take half damage and remain standing. The mat remains in the area for 1 minute, counting as difficult terrain. Creatures who move into the area or end their turn there take 1d12 necrotic damage.

White Wind (CS)

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Elemental

White Wind imbues a localized current of air with purified aether, distributing its curative effects throughout the vicinity. Though powerful for such a simple spell, the purification of sufficient aether requires significant magical exertion on the part of the caster, and thus should be used sparingly.

Choose a number of creatures, other than yourself, up to your proficiency bonus within range. They regain hit points equal to your current hit points.

Rank 4

Abyssal Transfixion

  • Casting Time: 1 action
  • Range: 90'
  • Duration: Concentration, up to 1 minute.
  • Creature Type: Fiend

An arch demon specialty, Abyssal Transfixion weaves aether into a globe of blades that are then plunged inward to pierce a target in unison. This harrowing experience generally has the effect of paralyzing said target with a visceral terror, making it an invaluable addition to one's arsenal.

Choose a target within range. They must make a Wisdom saving throw or take 6d6 magical piercing damage and suffer from the Paralyzed condition for the duration of the spell. If they succeed on the save they take half damage, and are not Paralyzed. At the start of each of their turns while Paralyzed by this spell they take a further 3d6 damage. At the end of each of its turns, the target can make another saving throw. On a success, the spell ends on the target.

Aetherial Mimicry

  • Casting Time: 1 action
  • Range: Touch
  • Duration: 24 hours
  • Creature Type: Fey

A useful little ability originating with the fey, Aetherial Mimicry allows the mage to match his aetherial wavelength to that of another person, granting the same benefits as their hard-won combat training.

This spell enhances yourself. When you cast this spell and touch a creature, you gain an effect which varies depending on the first class taken by the creature you use this on, as per the table below. You may only have on effect from Aetherial Mimicry active at a time.

Class Effect
Barbarian, Fighter, Paladin, Ranger Your armour class and all saving throws are increased by +2.
Rogue, Monk, Bard, Artificer You have +2 to all spell attack rolls and +1 to your monstrous magic DC.
Cleric, Wizard, Warlock, Sorcerer, Druid Your Monstrous Magic costs are reduced by 1, to a minimum of 1.
Angel Whisper (CS)

  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous
  • Creature Type: Celestial

The origin of this revitalizing spell is steeped in mystery, as it requires healing aether be amplified through a familiar that appears for all the world to be a messenger from the heavens, yet none have discovered its origins.

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point, and the Weakened condition, which lasts for 1 round. This can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Aqua Breath

  • Casting Time: 1 action
  • Range: Self (30' cone)
  • Duration: Instantaneous
  • Creature Type: Aberration

The most quintessential of water-aspected blue magicks, adopted from the vile chuul. A competent mage will not only use its bubbles to smother nearby enemies, but also incorporate poisons, sealing the fates of any survivors.

Creatures within the area of effect must succeed on a constitution saving throw or take 10d8 poison damage and be Poisoned for 1 hour. On a successful save they take half damage and are not poisoned. Creatures poisoned by this effect also suffer an additional effect for the poison's duration, as per the table below. They may make a new saving throw at the end of each turn to end the Poisoned condition early.

D10 Condition
1-4 Blinded
5-7 Staggered
8-9 Silenced
10 Weakened
Chelonian Gate

  • Casting Time: 1 action
  • Range: Self
  • Duration: Up to 1 minute
  • Creature Type: Elemental

A versatile technique utilized and perfected by a great water spirit, this magical barrier is formed of water-aspected aether. It works to soften incoming blows, storing energy that can later be unleashed in an explosive torrent.

You gain temporary hit points equal to your blue mage level multiplied by two. When these are expended, or when you use a bonus action to end the magic early, creatures who are adjacent to you take necrotic damage equal to that which your temporary hit points suffered, evenly split between them.

Cold Fog

  • Casting Time: 1 action
  • Range: Self (5' radius)
  • Duration: 1 minute
  • Creature Type: Dragon

A white dragon will instinctively cloak itself in a chilling fog, which allows it to freeze any aggressor foolish enough to test its defenses. Practitioners of this spell have discovered that the trick to not freezing oneself in the process is to surround the body with a pocket of warm air.

You surround yourself with magical chilling fog that moves with you. This provides heavy obscurity to creatures more than 5' away from you, but you are able to see through it normally. If a creature moves adjacent to you or ends their turn there, they take 1d8 cold damage. If they hit you with a melee attack, they take 1d8 cold damage and gain a stack of Chilled.

Diamondback (AG)

  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 round
  • Creature Type: Elemental

Diamondback weaves earth-aspected aether into a hard mineral shield, mimicking what many describe as the “maddening” effect of a flail snail's shell. Alas, though its defensive properties are superlative, its weight makes it impossible for the caster to move while under its aegis.

You can only use this monstrous magic if you have not already moved this turn. When you use it all your movement speeds are set to 0, any damage you take is reduced to 1 for each instance of damage, and you cannot be moved or dragged by any effects - magical or otherwise, until the end of your next turn. The extreme focus on defense also Weakens you until the end of your next turn.

Doom (CS)

  • Casting Time: 1 action
  • Range: 15'
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Undead

Oft cast by particularly malicious undead spectres, this mortal curse merely hints that one's time may be nigh. For particularly suggestible opponents, however, this is enough─the looming specter of death will send them leaping to their graves.

When you cast this spell on a creature, they must make a charisma saving throw or feel the pall of death upon them, keenly aware that you are the caster. If you maintain concentration up to the full duration, the target creature dies.

Doom cannot be used on a creature whose CR or level is equal to or greater than your own.

Four Ton Weight

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Fey

Employed to great effect by mischievous fey lords, this technique crushes adversaries beneath a phantom weight. Due to reticence in the scholastic community regarding certain forms of testing, whether the weight applied feels like that of four full tons is a question that remains unanswered.

Choose a point within range. A magical four ton weight falls from the sky down upon a 20' radius circle. Creatures on the edge of the circle may make a dexterity saving throw to dodge out of the way, moving up to 5' out of the area of effect and avoiding damage. Creatures not on the edge of the circle must make a strength saving throw or take 10d6 magical bludgeoning damage and be knocked prone. On a successful save they are still knocked prone, but only take half damage.

The weight continues to crush down on those beneath it for the duration of the spell. Those beneath the weight cannot stand up, and take 2d6 additional magical bludgeoning damage at the end of each of their turns for so long as they remain beneath it.

Frog Song

  • Casting Time: 1 action
  • Range: Self (30' Radius)
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Humanoid

A more melodic grung song than that offered by Frog Legs, this masterpiece of harmony beckons those who hear it to join together in a grand chorus.

Creatures who can hear you within a 30' radius must succeed on a wisdom saving throw or be Polymorphed into a frogs. The transformation lasts for the duration, or until the target drops to 0 Hit Points or dies. The affected creature's game statistics, including mental Ability Scores, are replaced by the statistics of frog. It retains its alignment and personality.

The affected creatures assume the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 Hit Points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 Hit Points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast Spells, or take any other action that requires hands or speech.The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its Equipment.

In addition, they must spend all their movement moving towards you and their action on joining you in song.

At the end of each turn they may make a new Wisdom saving throw to end the effect early, and on each of your turns you can use your action to sing another chorus, provoking new saving throws from any creatures nearby.

Glower

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Giant

Perhaps best known as the unsettling hallmark of the cyclops, Glower involves funneling aether through the eyes as if they were arcane circles ─ much like its sister spell, The Look. Its highly concentrated aether strikes foes like a lightning bolt, leaving their skin singed and muscles seizing.

You lock eyes with a creature that can see you. They must succeed on a Wisdom saving throw or take 10d8 lightning damage, taking half damage on a successful saving throw. Creatures that fail the saving throw are also Shocked for 1 minute. They may make a new saving throw at the end of each of their turns to end the Shocked condition early.

Gobskin (SK)

  • Casting Time: 1 bonus action
  • Range: Self (10' radius)
  • Duration: 10 minutes
  • Creature Type: Humanoid

Only select goblins are privy to this technique, developed through unscrupulous scientific experimentation conducted by the mad artificers. It allows one to weave a thin, skintight veil of aether across their entire body, handily augmenting the usual defenses.

You, any friendly creatures you choose within range, and your Monstrous Copy (even if it's out of normal range) gain temporary hit points equal to 2d8 plus your Charisma Modifier.

High Voltage

  • Casting Time: 1 action
  • Range: Self (15' radius)
  • Duration: 3 turns
  • Creature Type: Construct

An industrial form of construct-based aetherial manipulation. Through the compression of ambient lightning-aspected aether, the caster (or construct) floods the vicinity with highly charged arcs of electricity.

You overwhelm the area near you with lightning energy. Creatures within 5' of you, other than yourself, take 8d8 lightning damage. At the start of your next turn, the lightning pulses again, dealing damage to those within 10' of you, but not within 5' of you. At the start of your turn after that, it pulses a final time against creatures within 15' of you, but not within 5 or 10' of you.

Each instance of damage can be reduced by half on a successful dexterity saving throw.

Hydro Pull
  • Casting Time: 1 action
  • Range: 90'
  • Duration: Instantaneous
  • Creature Type: Plant

Commonly used amongst Kelpies, this spell generates a powerful current of water which draws in surrounding targets, with even low-flying cloudkin falling victim to its inexorable pull.

You create a swirling whirlpool of water at a point within range. Creatures within a 15' radius circle of this point must succeed on a strength saving throw or be pulled to the centre. They also take 10d10 bludgeoning damage. On a successful saving throw, they take half damage and are not pulled.

Mighty Guard (AG)

  • Casting Time: 1 action
  • Range: Self (60' Radius)
  • Duration: Concentration (up to 1 hour)
  • Creature Type: Aberration

Protected by only thin flesh, some morkoth's survival has come to depend on aetherial manipulation ─ this technique included.

When you use this Monstrous Magic you choose one of three features which applies to all friendly creatures you choose within range. Whenever you cast this again, you can choose a different effect.

Protect: You gain resistance to bludgeoning, piercing and slashing damage.

Shell: You have advantage on saving throws against spells and magical effects, and resistance to damage they deal.

Reflect: When a creature protected by Reflect is targeted by a spell, the spellcaster must succeed on a spellcasting ability check (against your Monstrous Magic DC) in order for the spell to affect them. If they fail the check, the spell instead targets another creature or object of your choice within 60'. Once a spell has been reflected successfuly, the Reflect effect ends on that creature.

Missile

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Construct

A magical imitation of warforged technology, this technique allows the user to fire a barrage of aetherial missiles. When efficacious ─ which, bear in mind, is not guaranteed ─ it sends a shock through the foe that appears to resonate more the greater their vitality.

You unleash a barrage of missiles on a target within range. They must succeed on a constitution saving throw or have their current hit points reduced by half. On a successful save, they instead lose one quarter of their current hit points. Creatures whose CR or level is greater than your blue mage level are immune to Missile.

Mustard Bomb

  • Casting Time: 1 action
  • Range: 60'
  • Duration: 10 minutes
  • Creature Type: Fey

A recreation of the terrible chemical explosive employed by a particularly fiery fey lord, this spell fires a bomb on an arcing trajectory which detonates on impact with the target. The attack is known to leave behind a pungent odor, not unlike mustard.

You throw a magically constructed bomb at a point within range that detonates, dealing 5d10 fire and 5d10 poison damage to any creatures within a 20' radius, or half as much on a successful save. On a failed save, they are also poisoned for 1 minute and blinded. They can make a new save at the end of each turn to end this effect early.

The bomb leaves a pungent area for 10 minutes. Creatures who are inside the area are Poisoned and Blinded for so long as they remain in it and those who end their turn there or enter it during their turn suffer 1d10 poison damage.

Northerlies

  • Casting Time: 1 action
  • Range: Self (30' Cone)
  • Duration: Instantaneous
  • Creature Type: Monstrosity

Owing to the unique refrigerant in its saliva, the yeti is able to chill its own breath to such great extent that said gust of air rapidly freezes ambient water-aspected aether. By magically generating a similar blizzard, the mage becomes particularly effective against foes afflicted with Chilled.

You blast cold air from your mouth, dealing 12d8 cold damage to those in the area of effect, or half as much on a successful constitution saving throw. Creatures who have the Chilled condition who fail the saving throw immediately progress to the Frozen condition, which lasts for 1 minutes unless broken early.

Peripheral Synthesis

  • Casting Time: 1 action
  • Range: Self (Two parallel 60' lines)
  • Duration: Instantaneous
  • Creature Type: Giant

Some storm giants project their lightning not from thrown bolts but instead their eyes. The collected charge streams across the land in two parallel lines, tearing up earth and uprooting those who would dare stand in their path.

You unleash two parallel 60' long, 5' wide lines of lightning energy from yourelf. Creatures in the area of effect take 10d6 lightning damage, or half as much on a successful save. On a failed save, they are also knocked prone and Shocked until the start of your next turn. Creatures hit by more than one beam only take damage once.

Perpetual Ray

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Fiend

Employed to great effect by a particularly vile fiend of the hells, the concentrated heat that comprises Perpetual Ray has the capacity to deaden nerve endings and sever links between mind and muscle. By directing the beam with particular finesse, the savvy mage can render a foe entirely immobile.

You fire a concentrated beam of fire damage at a target, dealing 10d8 fire damage and stunning them until the end of your next turn. On a succcessful save the damage is halved and the stun negated.

Regardless of saving throw, the beam's potency causes the target to be Burned until they use an action to put themselves out.

Sharpened Knife

  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous
  • Creature Type: Fiend

By manipulating aether to harness feelings of resentment, one hones a keen blade for driving into the heart of the enemy. Naturally, being beset by this attack while unable to move is a uniquely harrowing experience.

With an aetherial dagger in a free hand make a melee spell attack against a creature. If you hit, you deal 12d4+10 magical piercing damage. If the target of this attack is Stunned or Unconscious, the damage dealt is doubled.

Snort

  • Casting Time: 1 action
  • Range: Self (60' cone)
  • Duration: Instantaneous
  • Creature Type: Giant

A cloud giant's signature technique produces gale-force winds by propelling concentrated air through the nostrils - though some mages recreate the gust externally, for the sake of nasal integrity. In addition to buffeting foes backward, it appears to have a detrimental effect on its target's mental state.

Creatures in the area of effect must succeed on a successful strength saving throw or be pushed by 60' and knocked prone. On a successful save, they are still pushed back 30', though they remain standing. If a creature strikes an immovable object such as a wall, they take 2d4 bludgeoning damage for each 10' of remaining knockback distance that is unused.

Rank 5

100 Needles (SK)

  • Casting Time: 1 action
  • Range: 60'
  • Duration: Instantaneous
  • Creature Type: Plant

Highly famed ─ and feared ─ due to its frequent use by an infamous tribe of awakened cacti, 100 Needles showers one's target with a hail of slim projectiles. Despite their magical nature, the velocity at which the blue mage's pseudo-spines are propelled ensures that they are quite as painful as the real thing.

You deal 100 force damage to the target. This bypasses resistances and immunities, and is not doubled by vulnerability.

Aetherial Form

  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 hour.
  • Creature Type: Elemental

The pinnacle of blue mage aetherial manipulation is not simply imitating a creature's abilities, it is becoming them, and nothing less will satisfy than one of the primal elementals.

You assume the form of one of the Primal Elementals - Ifrit, Shiva, Titan, Garuda, Leviathan or Ramuh. Aetherial Form can only be used once before requiring a long rest. The statistics for these six creatures are included in the Appendix. Note that even still therese are but a pale imitation of a primal elemental's true power, and their true forms are stronger still.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours.

You assume the hit points and hit dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. While in an Aetherial Form, you can use Monstrous Magics without a focus.

You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

If a Primal Elemental ability calls for a saving throw, you use your Monstrous Magic save DC for this, but you still use the attack and damage modifiers listed in their statblock.

Auto-Life (CS)

  • Casting Time: 1 action
  • Range: Touch
  • Duration: 1 minute
  • Creature Type: Celestial

The ultimate preventative measure created by benevolent angels, allowing those who reach death to snap back from it in a mere moment.

You touch one creature whose current hit points are at least 1. If their hit points are reduced to 0 or they are killed before the duration expires, the death is negated and they are instead healed to their maximum hit points. Any negative conditions currently affecting them are purged at the same time. The spell then ends.

If they are not reduced to 0 hit points or killed before the end of the spell's duration, the spell fizzles with no effect.

Level 5 Death

  • Casting Time: 1 action
  • Range: Self (10' radius)
  • Duration: Instantaneous
  • Creature Type: Undead

One of several undead curses that rely upon the hubris that living creatures fall prey to upon reaching certain growth milestones, this spell twists its way into a victim's mind, causing such acute distress that the body's organs are forced to shut down.

Enemy creatures in the area whose CR or level is at least 5 must roll a d20. On a 1, their hit points are reduced to 0 and they die. If their CR or level is a multiple of 5, they die on a 1 or 2.

Level 5 Death has no effect on creatures whose CR or level is greater than your blue mage level.

Time Slip
  • Casting Time: 1 action
  • Range: Unlimited.
  • Duration: Concentration, up to 24 hours.
  • Creature Type: Aberration

For those who live in the Far Realms, time means very little, and their patience is long. A blue mage who dives deep into their secrets can learn how to tap into their connection to reality itself, and use it for their own ends.

In order to use this Monstrous Magic, you must know the creature's Truename. When you use this monstrous magic and speak the creature's Truename, they are afflicted by the ravages of time at an accelerated rate. They gain three stacks of exhaustion. In addition at the end of each hour that this affects them they must succeed on a constitution saving throw or have all their statistics permanently lowered by 1, to a minimum of 1.

Each statistic's reduction can be reversed by way of a Wish spell or divine intervention, however they must be done individually - requiring six Wish spells total to reverse all the reductions.

Once you have used Time Slip on a creature, you can never use it on that creature again.

Quasar
  • Casting Time: 1 action
  • Range: 400'
  • Duration: Instantaneous
  • Creature Type: Celestial

Calling upon a rain of aetherial stars like that delivered unto those who upset Sophia's precious harmony, this spell leaves foes shaking from both the impact of a sky fallen and the thought of what fell fate it may portend.

Ten stars fall from the skies at ten points within range you choose. Creatures within a 10' radius sphere of the point take 20d6 radiant damage, or half as much on a successful Wisdom saving throw. Should they fail, the creatures are also Blinded and Turned for 1 minute, as the cleric turn undead feature. They may make a new saving throw at the end of each of their turns to end the effects early.

Undead and Fiends have disadvantage on saving throws against this monstrous magic.

J Kick (AG)
  • Casting Time: 1 action
  • Range: 120'
  • Duration: Instantaneous
  • Creature Type: Humanoid.

The signature move of the enigmatic hero known only as 'J', this technique involves unleashing the full force of justice against a single target.

You teleport adjacent to a creature in range and make a melee spell attack, with advantage. If it hits, it deals 25d6 magical bludgeoning damage. You can also choose to knock the creature prone and/or push them back up to 40'. The creature must also make a constitution saving throw or be stunned until the end of your next turn. Even if they succeed on the save, they are still Staggered and Weakened until the end of your next turn.

Nightbloom
  • Casting Time: 1 action
  • Range: Self (100' radius)
  • Duration: Concentration (up to 1 minute)
  • Creature Type: Fiend, Fey.

This extravagant technique belongs to originally belonged to the Queen of Night, an archfey who became a fiend, whose malignant ire manifests as a field of flowers which then burst apart in a hail of deadly petals. Accept the inevitability of the grave, and the power of the nightbloom is yours to wield...

The land around you blossoms with necrotic flowers. On the turn you cast this, and at the start of each of your subsequent turns, the flowers bloom, dealing 8d6 necrotic damage to creatures you choose within the area of effect, or half as much on a successful Wisdom saving throw. Creatures who fail their saving throw are also Poisoned until the end of your next turn.

Celestials and Fey creatures have disadvantage on saving throws against this monstrous magic.

Appendix 1: Conditions

A number of monstrous magics apply new conditions, which are detailed in this section.

Burned

A creature who is burned still has lingering flames licking at their body. They take 1d4 fire damage at the start of each of their turns, until they or another creature uses an action to extinguish the fire. Creatures immune or resistant to fire damage are immune to this condition.

Chilled

Chilled is a stacking condition that reduces all movement speeds of a creature by 10' for each stack they have. Once a creature receives three or more stacks of Chilled, they must roll a constitution saving throw (DC10+number of chilled stacks). On a failed save, they are then Frozen. They must roll this at the end of each turn for so long as they hae three or more stacks of Chilled.

Creatures immune or resistant to cold damage are immune to this condition.

Frozen

Frozen creatures gain resistance to all damage resistance to all damage, immunity to cold damage, and enforces the Unconscious condition. Frozen immediately ends if the creature any takes fire damage, or if it takes two instances of non-fire damage. All stacks of Chilled are consumed and removed when a creature becomes Frozen. If unbroken, Frozen lasts for 1 minute.

Creatures immune/resistant to cold damage prior to being Frozen are immune to this condition.

Hobbled

A creature who is hobbled has all movement speeds that involve feet reduced by half.

Shocked

A creature who is Shocked rolls a d20 at the start of each of their turns. If they roll 1-10, they cannot use an action this turn.

Staggered

A creature who is staggered cannot use Reactions or Bonus actions, and has disadvantage on strength and dexterity ability checks.

Weakened

A weakened creature deals half damage, be it via spell, attack or other trait.

Appendix 2: Aetherial Form Statistics

Included in this section are statistics for the six Primal Elemental forms that a blue mage can assume by using the Aetherial Form monstrous magic. These forms are Garuda, Ifrit, Ixion, Leviathan, Shiva and Titan, representing Wind, Fire, Lightning, Water, Ice, and Earth respectively.

Garuda

Garuda is the Queen of Storms, a primal primarily associated with all things wind-based. When you take on her form your own body falls away, replaced by a harsh yet beautiful woman with avian horns, four wings springing from your back, and razor sharp talons on both your arms and legs. Garuda is always accompanied by a breeze that seems to wax and wane with her emotional state, and she leaves a never-ending trail of fallen feathers in her wake.

Her voice is harsh, screeching almost, reminiscent of a harpy. Garuda's movements are graceful and elegant as the wind, yet a cruel and ruthless streak runs through her. Once angered, it is difficult to calm her rage once more. Blue Mages who take on Garuda's form may find themselves more quick to the kill, embodying not just her body but also her mind.

Though savage and ruthless to her foes, Garuda is deeply protective of those beneath her, and a sure way to her her ire is to threaten them in any way.


Garuda, Queen of Storms

Large Elemental


  • Armor Class 17 (natural armour)
  • Hit Points 189(18d10 + 90)
  • Speed 30', Flying 80'

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 20 (+5) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Wisdom +10, Charisma +11
  • Damage Resistances magical slashing, non-magical bludgeoning and piercing, cold, fire, lightning
  • Damage Immunities thunder, non-magical slashing.
  • Condition Immunities Staggered, Hobbled, Charmed, Frightened, Poisoned
  • Senses passive Perception 14, truesight 30'.
  • Languages Common, Primordial
  • Challenge 17 (15,00XP)

Feather Rain. While in combat, rains of feather rain down upon up to three enemy creatures within 60' at the end of Garuda's turns. These attack with a modifier of +11, and hit for 2d8 magical slashing damage.


Swirling Vortex. Other creatures flying speeds are reduced by half while they are within 100' of you. You may choose to exclude any creatures you wish from this effect.

Graceful Motion. Garuda does not provoke opportunity attacks.

Actions

Multiattack Garuda attacks twice with her claws, and once with her wingslash.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Wingslash. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) magical slashing damage.

Mistress of the Wind. Once per long rest you can cast Control Weather, as the spell.

Bonus Actions

Summon Razor Plume. As a bonus action you can summon a plume of razor feathers (AC 15, 30 HP) at a point within 30'. At the end of your turn, any active razor plumes deal 2d8 magical slashing damage to any creatures within a 5' radius. You may have 5 razor plumes active at any one time. A razor plume lasts for 1 minute or until destroyed.

Ifrit

Ifrit is the incarnation of fire and fury, and one of the most beastial of the Primal Elementals. Though he can stand bipedal, Ifrit is most often seen on all fours, hunched forward. His thick leather skin is a mottled mismatch of deep reds, absolute blacks, and vibrant oranges and yellows of flame.

Both arms and legs end in enormous sharp claws, and a large prehensile tail sprouts from his lower back. Two enormous black horns, pulsing with fiery light, adorn Ifrit's head, and his animalistic jaw is constantly breathing a light stream of flame.

Those who face Ifrit in battle rarely live to tell the tale, such is his savagery. Blue Mages who embody Ifrit will find themselves pushed to the brink - unwilling to concede a loss, unwilling to flee, and unwilling to stop even in victory. Though Ifrit himself rarely stands with allies, he does sometimes utilise subordinates, and they are almost in as much danger from their master as they are from the enemy.


Ifrit, Flame's Fury

Large Elemental


  • Armor Class 19 (natural armour)
  • Hit Points 210 (20d10 + 100)
  • Speed 40'

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Strength +12, Constitution +11
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, cold, thunder, lightning
  • Condition Immunities Staggered, Hobbled, Charmed, Frightened, Poisoned
  • Senses passive Perception 14, Darkvision 120'
  • Languages Common, Primordial
  • Challenge 17 (15,00XP)

Searing Flame Any fire damage Ifrit causes reduces the creature's maximum hit points by the same amount. This effect can only be removed by a Greater Restoration spell or stronger magics.

Enflamed Form. Whenever Ifrit would would take fire damage the damage is reduced to zero, and instead he heals for the original amount of damage.

Heightened Critical. Ifrit deals critical damage on an attack roll of 18, 19 or 20 instead of only 20.

Actions

Multiattack. Ifrit makes two claw attacks and one bite attack.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage

Eruption (Recharge 5-6) Choose a target within 60'. At the start of their next turn, a 20' radius circle of flame appears beneath their current location, which detonates for 8d8 fire damage and 2d8 bludgeoning damage at the end of their current turn. This effect repeats on the creature on their next two turns.

Reactions

Infernal Nail. When Ifrit takes 30 or more damage at once, they can use their reaction to summon an Infernal Nail within 30'. This object has an AC of 12 and 40 HP. If it is not destroyed within 3 turns, it detonates dealing 4d8 fire damage and burns all creatures within a 20' radius sphere.

Ixion

The Primal Elemental of Lightning was once theorised to have been used as a steed of the gods, before being cast away for disobedience. This prideful unicorn now owes allegiance to no mistress or master. Those that would try to tame Ixion inevitably find themselves struck by his charged vengeance, they defences stirpped asunder. That is not to say that Ixion allows no rider though. Those who meet him as an equal, who treat him with respect and who earn his respect in kind may be granted the priviledge of sitting astride this mighty beast.

Ixion appears as a muscular black horse, with flowing electric-white mane and tail. When he runs, it's as if he appears as a bolt of lightning piercing the night. The single horn atop Ixion's head is almost half the length of his body, curving into a long, deadly sickle shape.


Ixion, Sparking Steed

Large Elemental


  • Armor Class 18 (natural armour)
  • Hit Points 200 (19d10 + 95)
  • Speed 60'

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 20 (+5) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Dexteriy +12, Wisdom +10
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, cold, thunder, fire
  • Damge Immunities Lightning
  • Condition Immunities Staggered, Hobbled, Charmed, Frightened, Poisoned
  • Senses passive Perception 14, Darkvision 60', Blindsight 20'
  • Languages Common, Primordial
  • Challenge 17 (15,00XP)

Crippling Blow. When a creature takes damage from Ixion's attacks or Aerospark, they are Hobbled until the end of their next turn. If Ixion deals a critical strike, the damaged creature is Shocked until the end of their next turn.

Crackling Skin. Whenever a creature within 5 feet of you hits you with a melee attack, Ixion's body crackles with electricity. The attacking creature takes 2d8 lightning damage.

Rush. If you move more than 30' on your turn before attacking you deal an additional 2d6 lightning damage on each attack and do not provoke opportunity attacks for the rest of your turn.


Actions

Multiattack. Ixion makes two horn attacks and one hoof attack.

Horn. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage + 7 (2d6) lightning damage.

Hoof. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Aerospark (Recharge 5-6) Ixion channels charged elctrical energy into their horn, before flinging it at a creature within 45'. They take 8d8 lightning damage and have any active beneficial spell effects stripped from them. On a successful constitution save the damage is halved, and they only have the lowest level beneficial spell effect stripped.

Leviathan

Many sea-based cultures, pirates, and water dwellers pledge fealty to the great sea serpent leviathan, the Prmal Elemental of Water. As fickle as the seas themselves, Leviathan's mood is flighty and capricious. Some might call it playful, but when the play results in sunken ships and decimated crews it is hard to consider it a mere jest or jape.

Leviathan appears as an enormous sea serpent, with two massive wings that slice through ocean just as easily as air. The shimmering blues of its scales allow it to pass unseen beneath the waves, striking unseen at ships. It rarely attacks directly, preferring instead to use its mastery over water to allow it to strike from a distance unseen, only diving in to feast on the remains once the threat is removed.

Blue Mages who embody Leviathan may find themselves taking only one matter truly seriously: insults to their person. All other matters may begin to seem trivial to the eternal lord of the waves and his 'drowned' subjects.


Leviathan, the Tsunami

Large Elemental


  • Armor Class 18 (natural armour)
  • Hit Points 200 (19d10 + 95)
  • Speed 10', Swim 80'

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 20 (+5) 16 (+3) 18 (+4) 22 (+6)

  • Saving Throws Dexteriy +10, Constitution +11
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, cold, thunder, lightning, fire, poison

  • Damage Immunities. Acid
  • Condition Immunities Staggered, Hobbled, Charmed, Frightened, Poisoned
  • Senses passive Perception 14, Darkvision 120', blindsight 20'
  • Languages Common, Primordial
  • Challenge 17 (15,00XP)

Veil of the Whorl. Whenever a creature attacks Leviathan or targets it with a hostile spell, a blast of especially noxious water deals 2d8 acid damage.

Amphibious. Leviathan can breathe air and water. In addition while fully submerged at least 20' deep water you are considered Invisible.

Ascent. Though Leviathan lacks a flight speed, so long as they use 20' of movement in water initially they can convert their remaining swim speed to flight speed.

Actions

Gyre Spume. Ranged Spell Attack +12 to hit, range 60ft., one target. Hit: 20 (4d6+6) acid damage plus 7 (2d6) poison damage.

Master of the Waves. Leviathan can cast Control Water, as the spell, without material components. Leviathan can apply this spell to any body of water of sufficient size, be it freestanding or otherwise. So great is their matsery of water that they can exclude themselves from any of its effects even if they are in the centre of them.

Tsunami. Once per long rest Leviathan can cast Tsunami, as the spell.

Shiva

Shiva is often considered the most benevolent of the Primal Elementals, in that she is the only one to offer aid to mortals who earnestly beseech - and more importantly, require - it. She has many titles among those who call to her or give her worship, but her most well known title is simply 'Shiva, Winter's Saint' or 'Saint Shiva'.

Shiva appears as a tall, beautiful human woman, with long flowing hair of white ice. Her skin colour is that of fresh snow, and her eyes gleam a winter's blue. Her clothes differ frequently, however they are almost always some variant of azure dress, often with a flowing cape, armoured adornments or other aesthetic additions.

Blue Mages who take on Shiva's form may be drawn to aid others for no return, viewing even small acts of charity or succor worthy of their attention. Though the other Primals have little care for Blue Mages who take their form, Shiva does notice and care when one does so. If they abuse her powers in service of evil, the boreal lady may seek to exact retribution.


Shiva, Winter's Saint

Large Elemental


  • Armor Class 19 (natural armour)
  • Hit Points 200 (19d10 + 95)
  • Speed 30', Flying (Hover) 30'

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 20 (+5) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Dexterity +12, Wisdom +10
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, fire, thunder, lightning
  • Damage Immunities Cold
  • Condition Immunities Staggered, Hobbled, Charmed, Frightened, Poisoned
  • Senses passive Perception 14, Darkvision 120'
  • Languages Common, Primordial
  • Challenge 17 (15,00XP)

Ricochet. If Shiva hits a creature with an attack from her Glass Bow she can choose to ricochet it to up to two other creatures within 5' of the initial target. Damage from a ricochet is halved.

Animated Ice. While below half health, Shiva manifests an animated shield, setting her AC to 21.

Actions

Multiattack Shiva makes two attacks with her Glass Bow.

Glass Bow. Ranged Weapon Attack: +12 to hit, reach 150/600ft., one target. Hit: 13 (2d6 + 6) cold damage.

Driving Frost (Recharge 5-6) Shiva fires a line 50' long, 5' wide line of cold air, dealing 8d8 cold damage, or half as much on a successful constitution saving throw. Driving Frost cannot be used on the same turn that Shiva uses Mirror Mirror.

Diamond Dust. Once per long, rest, and only while Shiva is below half health, Shiva can unleash a boreal winter. Creatures Shiva chooses within a 100' radius must succeed on a constitution saving throw or be Frozen until the end of Shiva's next turn. On Shiva's next turn she can use her action to shatter any still-frozen creatures, ending the Frozen condition and dealing 12d12 cold damage.

Bonus Action

Mirror Mirror. Shiva summons a mirror of ice at a point within 60'. When summoned, she chooses the direction the mirror is facing. Shiva can move into any active mirrors and teleport to another mirror freely. In addition, if she uses Driving Frost any active mirrors duplicate the effect. Shiva can have up to three mirrors active at any one time. A mirror has 15 AC and 40 HP.

Titan

The lord of crags is the Primal Elemental of Earth. While some might describe him as peaceful in nature, in truth it is more that he merely wants stasis. Titan is most content when nothing is going on and the world around him is static, unmoving, like the rocks that make up his bulky form.

When forced into action, Titan is as a landslide. Utterly unrelenting until he can once again return to his peaceful slumber. For this reason he has few who worship or beseech him for aid, as doing so would be a disruption of the status quo that he enjoys so readily. The best result for a follower of Titan is that he ignores you. The more likely result is that instead of helping you, he destroys you without a second thought, before returning to rest.

Titan appears as a tall, yet squat, rotund, rocky humanoid with a flat face, enormous thick arms, and a sprout of colourful crystalline hair in the shape of a topknot on his otherwise bald head. Gleaming gemstone cracks run in rivulets across his darkstone form, and each step is accompanied by a resounding heavy stomp.

Blue mages who embody Titan may find themselves drawn towards apathy as their primary desire - to not act. Only when forced to act will they do so, and when they do so it will be with as much energy as the can muster, before returning back to their previous docile state. Even walking may seem unimportant to one who embodies Titan.


Titan, Lord of Crags

Large Elemental


  • Armor Class 22 (Natural Armour)
  • Hit Points 230 (20d10 + 120)
  • Speed 30', Burrow 30'

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 22 (+6) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Strength +11, Constitution +16
  • Damage Resistances Bludgeoning and Slashing, from Nonmagical Attacks, Magical Piercing damage cold, thunder, lightning, fire
  • Damage Immunities Non-magical piercing damage
  • Condition Immunities Staggered, Hobbled, Charmed, Frightened, Poisoned
  • Senses passive Perception 14, Darkvision 120'
  • Languages Common, Primordial
  • Challenge 17 (15,00XP)

Earthbending. The area 30' around Titan is difficult terrain. Titan can exclude any creatures from this effect freely.

Crushing Fist. Whenever Titan hits with his fists he can choose to knock a creature prone or push them back 10'.

Patient Heart. If Titan is below half health and doesn't attempt to deal damage during his turn he regains 3d10+18 hit points.


Actions

Multiattack. Titan makes three attacks with his fists.

Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Landslide. Once per long rest, Titan can unleash three waves of earth from himself. Landslide affects 3 separate 10' wide 50' long lines. These can overlap in area, but a creature can only be affected by one per cast. Creatures in the area take 6d8 bludgeoning damage, are knocked back to the end of the the line they're in, and are knocked prone. On a successful strength save they take half damage and are only knocked back 10'.

Reactions

Granite Gaol (Recharge 5-6). As a reaction when struck by an attack, Titan can attempt to encase a creature in a gaol of rock. If the creature fails a dexterity saving throw they are locked inside, becoming Immune to all damage and Unconscious. The gaol has an AC of 18, 50HP and lasts for 1 minute. Once the gaol is destroyed the creature inside instantly awakens once more and loses their damage immunity. If the full duration elapses the gaol crushes the prisoner, dealing 12d10 bludgeoning damage that cannot be resisted or negated. The gaol then collapses, and the prisoner is freed.