Blue Magic Spell List

1st-level Blue Mage Spells

Ankheg Acid: 1d4/level acid damage (max 5d4).
Breath Weapon I: Breath weapon deals 1d4/level.
Cheetah Sprint: Charge foe with a cheetah's speed.
Choker Strangle: You choke the target of your grapple.
Fisher Filament: Shoot binding silk at a creature.
Light Rays, Lantern Archon: 1d6 damage; +1 ray per two levels above 1st (max 5).
Monstrous Disease I: Infects creature with disease.
Monstrous Poison I: Infects creature with poison.
Terrifying Croak: Croak causes fear.

2nd-level Blue Mage Spells

Breath Weapon II: Breath weapon deals 1d6/level.
Entangling Vines: Vines entangle everyone in 30-ft. radius.
Feed: Eat corpse, gain combat bonuses.
Monstrous Disease II: Infects creature with disease.
Monstrous Poison II: Infects creature with poison.

3rd-level Blue Mage Spells

Basilisk Gaze: Gaze petrifies creatures.
Breath Weapon III: Breath weapon deals 1d6/level.
Hallucination Cloud: Spores induce hallucinations.
Inspire Competence: Gives 1 creature/level +3 bonus on skill check of your choice.
Lillend Suggestion: Subject follows stated course of action.
Monstrous Disease III: Infects creature with disease.
Monstrous Poison III: Infects creature with poison.
Whirlwind Blast: Wind deals 1d6/level damage.

4th-level Blue Mage Spells

Breath Weapon IV: Breath weapon deals 1d8/level.
Bulette Leap: Transform into a bulette and pounce.
Flesh to Slime: Touch turns flesh to slime.
Inspire Courage: Gives +2 bonus on attack rolls, damage rolls, and some saves.
Monstrous Disease IV: Infects creature with disease.
Monstrous Poison IV: Infects creature with poison.

5th-level Blue Mage Spells

Archon Trumpet: Trumpet noise paralyzes creatures.
Black Acid: Acid damages creatures, objects, and gear.
Breath Weapon V: Breath weapon deals 1d8/level.
Ghaele Gaze: Gaze attack destroys evil creatures.
Light Rays, Ghaele: 2d12 damage; +1 ray per two levels above 1st (max 8).
Monstrous Disease V: Infects creature with disease.
Monstrous Poison V: Infects creature with poison.

6th-level Blue Mage Spells

Bebilith Rot: Touch attack causes flesh to rot.
Breath Weapon VI: Breath weapon deals 1d10/level.
Dismantle Armor: Touch attack rends armor.
Monstrous Disease VI: Infects creature with disease.
Monstrous Poison VI: Infects creature with poison.

7th-level Blue Mage Spells

Breath Weapon VII: Breath weapon deals 1d10/level.
Monstrous Disease VII: Infects creature with disease.
Monstrous Poison VII: Infects creature with poison.

8th-level Blue Mage Spells

Breath Weapon VIII: Breath weapon deals 1d12/level.
Monstrous Disease VIII: Infects creature with disease.
Monstrous Poison VIII: Infects creature with poison.

9th-level Blue Mage Spells

Breath Weapon IX: Breath weapon deals 1d12/level.
Monstrous Disease IX: Infects creature with disease.
Monstrous Poison IX: Infects creature with poison.
Slaying Arrows: Bow produces slaying arrows.

Blue Magic Spell Descriptions

School conjuration (creation) [acid]; Level blue 1
Casting Time 1 standard action
Components S
Range 30 ft.
Area 30-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance no
Learned From Ankheg

You spit forth a line of acid that deals 1d4 points of acid damage per caster level (maximum 5d4) to each creature within its area.

School evocation [sonic]; Level blue 5
Casting Time 1 standard action
Components S
Range 100 ft.
Area 100-ft. radius burst, centered on you
Duration 1d4 rounds
Saving Throw Fortitude negates; Spell Resistance yes
Learned From Trumpet Archon

You produce a stunning musical note that freezes your enemies. All other creatures except archons within 100 feet of you are paralyzed for 1d4 rounds. The magic functions even against creatures that can't hear.

School transmutation; Level blue 3
Components S
Range 30 feet
Learned From Basilisk

Your gaze turns the subject to stone. This spell functions like flesh to stone, except that the range is only 30 feet, and creatures immune to gaze attacks cannot be affected. Additionally, if the subject is coated with fresh basilisk blood, it is instantly restored to flesh.

School necromancy [disease]; Level blue 6
Casting Time 1 standard action
Components S
Range touch
Target creature touched
Duration 5 rounds
Saving Throw Fortitude negates; see text; Spell Resistance yes
Learned From Bebilith

Your touch induces a hideous withering in creatures with flesh. When you strike your target, and each round thereafter for 4 rounds, that creature must make save or take 2 points of Constitution damage. If your target succeeds on two saves in a row, the effect is cured. Heal can also stop the rot.

School conjuration (creation) [acid]; Level blue 5
Casting Time 1 standard action
Components S
Range touch
Target creatures or objects touched (up to one/level)
Duration instantaneous
Saving Throw Reflex partial; see text; Spell Resistance no
Learned From Black Pudding

Black acid streams across your hands, causing your touch to burn creatures and objects touched. With a successful touch attack, you deal 21 points of acid damage. If you deal this damage to a creature, that creature's clothing and armor takes 21 points of acid damage unless it succeeds on a Reflex save. You can use this melee touch attack up to one time per level. As long as you are holding the charge for this spell and have a free hand, you deal 21 points of acid damage to any metal or wooden weapon used to strike you unless its wielder succeeds on a Reflex save.

School evocation; Level blue 1
Casting Time 1 standard action
Components S
Range 30 ft. or 15 ft.; see text
Area see text
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Learned From Various

A cone or line of energy gushes forth from your lips and engulfs your enemies. When you prepare this spell, you choose one type of energy (acid, cold, electricity, or fire). This must be the same type as a breath weapon that has dealt damage to you. Your breath weapon deals 1d4 points of damage of the chosen type per caster level (maximum 5d4). Your breath weapon takes the form of either a 30-foot line or a 15-foot cone, chosen when you prepare the spell.

This spell's descriptor matches the energy type of damage dealt.

School evocation; Level blue 2

This spell functions like breath weapon I, except that the damage is increased to 1d6 per caster level (maximum 7d6).

School evocation; Level blue 3

This spell functions like breath weapon I, except that the damage is increased to 1d6 per caster level (maximum 10d6).

School evocation; Level blue 4
Range 60 ft. or 30 ft.; see text

This spell functions like breath weapon I, except that the damage is increased to 1d8 per caster level (maximum 10d8), and you can choose to generate a 60-foot line or a 30-foot cone.

School evocation; Level blue 9
Range 100 ft. or 50 ft.; see text

This spell functions like breath weapon I, except that the damage is increased to 1d12 per caster level (maximum 25d12), and you can choose to generate a 100-foot line or a 50-foot cone.

School evocation; Level blue 5
Range 60 ft. or 30 ft.; see text

This spell functions like breath weapon I, except that the damage is increased to 1d8 per caster level (maximum 15d8), and you can choose to generate a 60-foot line or a 30-foot cone.

School evocation; Level blue 6
Range 60 ft. or 30 ft.; see text

This spell functions like breath weapon I, except that the damage is increased to 1d10 per caster level (maximum 15d10), and you can choose to generate a 60-foot line or a 30-foot cone.

School evocation; Level blue 7
Range 100 ft. or 50 ft.; see text

This spell functions like breath weapon I, except that the damage is increased to 1d10 per caster level (maximum 20d10), and you can choose to generate a 100-foot line or a 50-foot cone.

School evocation; Level blue 8
Range 100 ft. or 50 ft.; see text

This spell functions like breath weapon I, except that the damage is increased to 1d12 per caster level (maximum 20d12), and you can choose to generate a 100-foot line or a 50-foot cone.

School transmutation (polymorph); Level Blue 4
Casting Time 1 swift action
Components S
Range personal
Target you
Duration see text
Saving Throw none; Spell Resistance no
Learned From Bulette

This spell functions as beast shape IV except that you assume the form of a Huge bulette. You gain the following abilities: darkvision 60 feet, low-light vision, scent, tremorsense, and burrow 20 feet.

You gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, and a +2 natural armor bonus.

While in bulette form, you gain the bulette's leap ability, allowing you to make 4 claw attacks against foes within reach upon a successful jumping charge (Acrobatics DC 20). You add your full Strength bonus to damage with each claw attack.

At the end of the turn that you cast this spell, it ends, and you revert to your normal form.

School transmutation; Level blue 1
Casting Time 1 swift action
Components S
Range personal
Target you
Duration 1 round
Saving Throw none; Spell Resistance no
Learned From Cheetah

If you charge this round, you can move at a rate of your speed times your caster level (maximum 10), instead of twice your normal speed.

School transmutation; Level blue 1
Casting Time 1 swift action
Components none
Range touch
Target creature grappled
Duration see text
Saving Throw none; Spell Resistance no
Learned From Choker

Your hand bends and twists, seeking the throat of a creature you are grappling. You establish a choke hold, preventing that creature from speaking or casting spells with verbal components for the duration of the grapple. This spell is ineffective against creatures that do not have, or speak using, throats, as well as any creature that is immune to critical hits.

You can cast this spell with no penalty while grappling.

School transmutation; Level blue 6
Casting Time 1 standard action
Components S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Reflex partial; see text; Spell Resistance no
Learned From Bebilith

You call upon the strength of the Abyss to damage your opponent and rend its armor. With a successful melee touch attack, you deal 4d4+18 damage and may make a free CMB check to remove your target's armor. If you succeed on this check, any armor and/or shield worn by your target are dismantled and fall to the ground. If your target fails a Reflex save, these items lose half their hit points and gain the broken condition.

School transmutation; Level blue 2
Casting Time 1 swift action
Components S
Area plants within 30 ft. of you
Duration 1 min./level (D)
Saving Throw Reflex partial; Spell Resistance no
Learned From Assassin Vine

This spell functions as entangle except as noted above.

School necromancy [evil]; Level blue 2
Casting Time 1 full round
Components S
Range touch
Target one humanoid corpse
Duration 1 minute per HD of subject
Learned From Barghest

Your mouth widens and you devour the corpse in a flash. Rather than filling you, this grants you a +1 profane bonus on attack rolls, CMB rolls, saving throws, and skill checks. You also gain 5 temporary hit points. Bonuses from up to five castings stack.

Note To learn this spell, you have to somehow observe your own corpse being eaten by a barghest.

School conjuration (creation); Level blue 1
Casting Time 1 standard action
Components S
Range 60 feet
Target one creature
Duration see text
Saving Throw none; Spell Resistance no
Learned From Cave Fisher

With a successful ranged touch attack, you attach a thin filament of sticky silk to a target. The target can rip free with a DC 20 Strength check (a standard action), or attempt to escape by making a DC 25 Escape Artist check (also a standard action). The filament has AC 14 (touch 12), 5 hit points, and has DR 15/slashing. Unlike a normal cave fisher's filament, the line created by this spell is immune to universal solvent and alcohol. As long as your filament is attached to a creature, you gain the pull (10 feet) universal monster ability and a +4 racial bonus on CMB checks made to pull.

This spell ends immediately if you miss with your initial ranged touch attack or if your filament is broken or escaped.

School transmutation; Level blue 4
Casting Time 1 standard action
Components S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
Learned From Aboleth

Your touch causes flesh to transform into a thin, slimy membrane over 1d4 rounds. Your target's new "flesh" is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature’s flesh isn’t kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack.

School transmutation [good]; Level blue 5
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 1 round/level
Saving Throw Will negates or partial (see text); Spell Resistance no
Learned From Ghaele

Your eyes shine with divine light. For the duration, you gain a gaze attack that destroys lesser evil creatures. This follows all the rules for gaze attacks in the Universal Monster Rules. Your gaze attack has a range of 60 feet and is a mind-affecting fear effect.

Evil creatures of 5 HD or less are destroyed on a failed save or shaken for 2d10 rounds on a successful save. Nonevil creatures, and evil creatures with more than 5 HD, must save or be shaken for 2d10 rounds. A creature that saves against your gaze is immune to this gaze attack for 24 hours.

You count as a ghaele for the duration of this spell for the purposes of resisting the gaze attacks of other ghaeles.

School conjuration (creation) [mind-affecting]; Level blue 3
Casting Time 1 standard action
Components S
Range 20 feet
Area 20-ft.-radius spread centered on you
Duration 5 rounds; see text
Saving Throw Fortitude negates; Spell Resistance no
Learned From Basidirond

You generate a cloud of invisible spores in a 20-foot radius. All other creatures within the area must save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A strong wind causes the spores to disperse immediately. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

d6 Hallucination
1 You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2 Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3 An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4 You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5 You’ve shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won’t see you.
6 You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.
School enchantment (compulsion) [language-dependent, mind-affecting, sonic]; Level blue 3
Casting Time 1 standard action
Components V, S
Range see text
Targets one creature/level, all of which must be within earshot
Duration concentration
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Learned From Lillend

Calling on the magic of azata bards, you encourage competence in your allies with a song. When you cast this spell, all targets receive a +3 competence bonus on skill checks with a particular skill as long as they continue to hear your performance (the duration of this spell). Certain uses of this spell are infeasible, such as Stealth, and may be disallowed at the GM's discretion. You cannot inspire competence in yourself.

Deaf creatures are immune to this effect. If you are deaf, there is a 20% chance you will fail to cast this spell properly.

School enchantment (compulsion) [language-dependent, mind-affecting, sonic]; Level blue 4
Casting Time 1 standard action
Components V, S
Range see text
Area The caster and all allies within earshot
Duration concentration +1 round
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Learned From Lillend

Your song evokes the performance magic of the azata bards. When you cast this spell, you and any allies within earshot receive a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. These bonuses persist for each ally for the duration of the spell, so long as that ally continues listening to your performance uninterrupted. Allies who were not present when you cast this spell are unaffected.

Deaf creatures are immune to this effect. If you are deaf, there is a 20% chance you will fail to cast this spell properly.

School evocation [light]; Level blue 5
Range 300 ft.
Learned From Ghaele

This spell functions as light rays, lantern archon, except as follows: you may fire one ray, plus one ray for every two levels beyond 1st (to a maximum of 8 rays at 15th level), each ray deals 2d12 damage instead of 1d6, and the targets need not be within 30 feet of each other.

Light rays, ghaele counters or dispels any darkness spell of equal or lower level, such as deeper darkness.

School evocation [light]; Level blue 1
Casting Time 1 standard action
Components S
Range 30 ft.
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes
Learned From Lantern Archon

Beams of light pierce your enemies. You may fire one ray, plus one additional ray for every two levels beyond 1st (to a maximum of five rays at 9th level). Each ray requires a ranged touch attack to hit and deals 1d6 points of damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Light rays, lantern archon counters or dispels any darkness spell of equal or lower level, such as penumbra.

School enchantment (compulsion) [language-dependent, mind-affecting, sonic]; Level blue 3
Duration concentration
Learned From Lillend

You sing a request, and your target obeys. This spell functions like suggestion, except that you must concentrate (and sing) for the duration of the effect. Even if your target fails its save, it need not carry out your request if it stops hearing your song before that request is complete.

Deaf creatures are immune to this effect. If you are deaf, there is a 20% chance you will fail to cast this spell properly.

School necromancy [disease]; Level blue 1
Casting Time 1 standard action
Components S
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
Learned From Various

The subject contracts one disease of your choosing. This disease must be one that you have contracted at the hands of a monster of CR 3 or lower. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency to determine further effects; however, replace its DC with the DC of this spell. You select the disease when you prepare this spell.

School necromancy [disease]; Level blue 9

This spell functions as monstrous disease I, except that the monster whose disease you're recreating can be of any CR. If your target fails its initial save against the disease, the disease cannot be resisted normally; no number of successful saves stops the disease from running its course (though each successful save otherwise functions normally). The only way to cure the disease prematurely is to use remove disease or a similar effect.

The DC to remove the disease with magic is equal to the save DC + 5.

School necromancy [disease]; Level blue 7

This spell functions as monstrous disease I, except that the monster whose disease you're recreating must be CR 15 or lower. If your target fails its initial save against the disease, the disease cannot be resisted normally; no number of successful saves stops the disease from running its course (though each successful save otherwise functions normally). The only way to cure the disease prematurely is to use remove disease or a similar effect.

The DC to remove the disease with magic is equal to the save DC + 5.

School necromancy [disease]; Level blue 8

This spell functions as monstrous disease I, except that the monster whose disease you're recreating must be CR 17 or lower. If your target fails its initial save against the disease, the disease cannot be resisted normally; no number of successful saves stops the disease from running its course (though each successful save otherwise functions normally). The only way to cure the disease prematurely is to use remove disease or a similar effect.

The DC to remove the disease with magic is equal to the save DC + 5.

School necromancy [poison]; Level blue 1
Casting Time 1 standard action
Components S
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates; see text; Spell Resistance yes
Learned From Various

With a touch, you inflict upon your target one injury poison you have previously suffered. This poison must be one that you contracted from a monster of CR 3 or lower. The poison uses the exact statistics in that monster's bestiary entry, except that the save DC changes to the save DC of this spell. You select the poison when you prepare this spell.

School necromancy [poison]; Level blue 9

This spell functions as monstrous poison I, except that the monster whose poison you're recreating can be of any CR. If your target fails its initial save against the poison, the poison cannot be cured normally; no number of successful saves stops the poison from running its course (though each successful save otherwise functions normally). The only way to cure the poison prematurely is to use neutralize poison or a similar effect.

The DC to remove the poison with magic is equal to the save DC + 5.

School necromancy [poison]; Level blue 5

This spell functions as monstrous poison I, except that the monster whose poison you're recreating must be CR 11 or lower.

School necromancy [poison]; Level blue 6

This spell functions as monstrous poison I, except that the monster whose poison you're recreating must be CR 13 or lower.

School necromancy [poison]; Level blue 7

This spell functions as monstrous poison I, except that the monster whose poison you're recreating must be CR 15 or lower. If your target fails its initial save against the poison, the poison cannot be cured normally; no number of successful saves stops the poison from running its course (though each successful save otherwise functions normally). The only way to cure the poison prematurely is to use neutralize poison or a similar effect.

The DC to remove the poison with magic is equal to the save DC + 5.

School necromancy [poison]; Level blue 8

This spell functions as monstrous poison I, except that the monster whose poison you're recreating must be CR 17 or lower. If your target fails its initial save against the poison, the poison cannot be cured normally; no number of successful saves stops the poison from running its course (though each successful save otherwise functions normally). The only way to cure the poison prematurely is to use neutralize poison or a similar effect.

The DC to remove the poison with magic is equal to the save DC + 5.

School transmutation; Level blue 9
Casting Time 1 standard action
Components S
Target weapon touched
Duration 1 round/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Learned From Solar

You enchant your bow with the power to slay your enemies. Once per round for the duration of this spell, you can generate and fire a slaying arrow of your choice using that bow. You can do this as a standard attack action, or whenever you would be allowed to make a ranged attack (such as when using the Focused Shot feat or making a full attack with a bow). The Fortitude DC for slaying arrows generated using this spell is equal to the DC of this spell.

School evocation [emotion, fear, mind-affecting]; Level blue 1
Casting Time 1 standard action
Components V, S
Range 30 feet
Area 30-ft.-radius burst centered on you
Duration 1d4 rounds
Saving Throw Will negates; Spell Resistance yes
Learned From Boggard

Non-boggard creatures within 30 feet of you must make Will saves or become shaken. If an affected creature is already shaken, it becomes frightened instead.

School evocation [air]; Level blue 3
Casting Time 1 standard action
Components S
Range 20 ft.
Area 20-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Learned From Bralani

You generate and direct a sharp blast of wind that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. The blast begins at your fingertips.