Blue Wizards

Note: this organization is a creation of the WikiDND crew and does not have a Wikipedia entry. The Blue Wizards of Thay were an offshoot of the Red Wizards who eschewed the powers of Circle Magic and the conformity of surrendering to tyrants in favor of individualistic empowerment. At the instigation of the Harpers and Miranda DuLaras, they led an insurrection against the Zulkirs in the year 1376 DR; they were promptly all destroyed.

Their eradication was so thorough that none outside the nation of Thay could say that they ever existed. Still, rumors have a way of spreading ... and even Szass Tam couldn't have found them all ...

Current Activities and Whereabouts
Contrary to many Red Wizard's beliefs, a few Blue Wizards escaped the initial slaughter. Yet, where the Blue retreated the Red followed. Nearly 90% of the known members of the Blue were killed during the rebellion, or later hunted like animals, their bodies displayed on the streets as warnings to others. Those that survived fled Thay, and with the help of others reestablished what was left of their way. Presently, the only ties the Blue Wizards have with other groups is with The Moonstars. The group headed by Khelben "Blackstaff" Arunsun in Waterdeep reached out to the Blue Wizards in their time of need. They helped establish the Blue Wizards over the year following their uprising in Thay, and protected them from the Red Wizards whenever possible. Today, the Blue Wizards supply information to the Moonstars about evil threats in and around where they have settled. It is unknown how deep the ties actually go.

Though the Blue Wizards that fled Thay were small in number, it was decided that if they were to survive, they must spread themselves out in Faerun, so no one act could destroy them all. There lies four main sects of Blue Wizards in Faerun presently, though you may find members in other friendly places.


 * The first sect, and nearest to Thay, is in the nation of Unther, in the Methwood. It is currently headed by a Blue Wizard named Jeral [Male Human NG Wiz8/Blu9].  The group has operations in all major Untheric cities, including Messemprar, Shussel, and Unthalass.


 * The second sect is in Amn, in the forest of Shadows, called Shilmista. It is not wise to enter the forest, as a tribe of elves does not take kindly to intruders.  They have frequent dealings in the large and forgotten city of Riatavin - who recently seceded from Amn to Tethyr - which lies at the southern edge of the woods.


 * The third is in the north, in the Earthfast Mountains in The Vast. This is perhaps the most powerful sect, as many of the strongest of the Blue that survived the war with the Red fled north.  The sect operates in the nearby metropolis of Raven's Bluff.


 * The last, and most likely largest, is in Ardeep forest in the North Sword Coast. They have operatives and dealings in the nearby city of Waterdeep.  It is also this sect that most closely consorts with The Moonstars.  The "leader" of the Blue Wizards, would there be one, would probably be Kosta Mojan [Male Human NG Wiz15/Blu10], the only "old" leader that survived the uprising in Thay.  While leading this Sect, he is said to work closely with the Arunsuns themselves.

Blue Wizard of Thay: Prestige Class
If you can find them, the Blue Wizards welcome wizards to their cause. They have eschewed the tyranny of Circle Magic, practiced vigorously by the Red Wizards, in favor of enhanced tattoo utilization for storing and augmenting spells ... the empowerment of the individual.

Prerequisites:
 * Race: Human from Thay. (preferred)
 * Alignment: any non-evil.
 * Skills: Spellcraft, 8 ranks.
 * Feats: Tattoo Focus, plus three metamagic feats.
 * Spells: Ability to cast 3rd-level arcane spells.
 * To first take this class, the character must meet and be trained by an existing Blue Wizard.

Class Skills: as Red Wizard. Skill Points: 2 + Int. Modifier.

Class Features:
 * Stat Progression for Blue Wizard (Base Attack, F/R/W, &c.): as per Red Wizard description.
 * Weapon and Armor Proficiency: no proficiencies gained.
 * Spells per Day: +1 level of existing arcane spellcasting class, without the added bonuses of gaining a level in that class (e.g., additional metamagic feats).
 * Enhanced Specialization: as per Red Wizard description. (1st lvl)
 * Specialist Defense: as per Red Wizard description. (1st lvl)
 * Spell Power: as per Red Wizard description. (2nd lvl, increases over time)
 * Scribe Tattoo: as per Red Wizard description, with a twist. (3rd lvl)
 * Enhanced Tattoo Utilization: Blue Wizards use their own bodies to store magical energies. In each tattoo, a Blue Wizard may store one spell -- without expending a normal spell slot.
 * A Blue Wizard may have one tattoo per level of Blue Wizard.
 * Only the Blue Wizard may cast spells into his own tattoos.
 * A Blue Wizard's tattoo cannot be dispelled. However, it can be suppressed by an Antimagic Field. Mythal which prevent the casting of certain spells prevent a tattoo from releasing its stored spell.
 * The results of a Mage's Disjunction against a Blue Wizard are unknown.

Level 1
A blue wizard can use the single tattoo inscribed upon their bodies to store one spell. Spell components need not be present at the time of storage, but must be used at the time of release. The release is of the spell's normal casting duration. Spells are held until release. When a spell is contained inside a tattoo, the tattoo glows with a royal blue energy; those with Arcane Sight can determine the school of the spell therein stored.
 * Spells initially cannot be stored inside the tattoo augmented by any metamagic feats, nor can they be augmented when cast from the tattoo.
 * A standard tattoo can only contain a spell of 6th level or less.

Level 3

 * As above, the Blue Wizard gains the ability to scribe tattoos upon herself ... this process takes one hour per level of Blue Wizard.

Level 5

 * All stored tattoo spells can be cast without the use of audible words (silent).

Level 7

 * The wizard gains the ability to create an Improved Blue Tattoo, which can hold a spell of any level. Standard Blue Tattoos cannot be replaced by Improved BLue Tattoos.
 * 1/day per one-half Blue Wizard level, a stored tattoo spell may be empowered.

Level 9

 * 1/day, a stored tattoo spell may be quickened.

Level 10

 * The Blue Wizard learns the deepest secrets of his power. When a Blue Wizard reaches this point, he is immune to all enhancements given to a spell by Red Wizard Circle Magic.  In other words, any metamagic feat or increase to the spell's DC is negated and becomes as though the Circle Leader is casting the spell by himself.  In addition, the Blue Wizard gains an inherent +4 bonus to saves against any spell cast by a Red Wizard.