Mod一覧に戻る
The Blue Mage - Character Mod for Slay the Spire 2
ゲームプレイ

The Blue Mage - Character Mod for Slay the Spire 2

作者:Bulbasauronv1.0.6

Play as the Blue Mage — a wandering scholar who Learns his cards from the monsters he defeats. Every card reward is torn from the movesets of the enemies you just killed, shops stock exclusive Azure Arts, six Secret Teachings are earned by

作成日

2026年7月31日

更新日

2026年8月4日

Nexus Modsで見る

説明

このModの説明文は、作者がNexus Modsに英語で投稿したものです。

The Blue Mage


Every monster is a lesson. Some lessons leave scars.

A complete custom character for Slay the Spire 2, inspired by Final Fantasy's Blue Mage tradition (FFV's learners, FFVIII's Quistis, FFXI and FFXIV's spellbook hunters). A wandering scholar whose deck is a bestiary written in scars.

How the character plays

Learn — the core mechanic. After every combat, your card rewards are Learned from the monsters you just defeated: two of their own attacks, skills and powers (a Nibbit teaches its headbutt; the Waterfall Giant teaches you to blow your own tanks), plus one refined Azure Art. Elites teach deeper secrets; bosses teach only rares. Every species in all four acts has its own hand-designed mini-set — over 110 monster teachings, each showing its teacher performing the move in the biome where you fought it.

Pages — your bestiary. Every DIFFERENT Learned card in your deck is a Page. An in-combat panel tracks your count, and the Azure Codex grants a new boon at every 4 Pages — from post-combat healing all the way to a storm of pages that damages every enemy each turn. Several Arts and cards scale with Pages too (they glow gold when their threshold is live).

Azure Arts. Shops don't sell what monsters teach for free — merchant card slots stock shop-exclusive techniques instead: engine pieces that trigger on Learned cards, Pages payoffs, and rare refinements that permanently improve your teachings.

Secret Teachings. Six legendary spells (Bad Breath, 1000 Needles, Self-Destruct, Mighty Guard, Level 5 Death... and one more) cannot be taught by any kill. They are learned the classic Blue Mage way: by SURVIVING something. Endure the right ordeal and an extra reward choice appears. No further hints.

Contents
  • ~180 cards — every monster species in all 4 acts teaches its own mini-set, with the monster's actual in-game art performing the move, set in its home biome
  • Azure Arts shop pool, 6 hidden Secret Teachings, 7 Pages milestones with an in-combat progress panel
  • Relics and potions themed to the bestiary fantasy
  • FFV-style pixel character with full combat animations, campfire and merchant scenes, and an animated firefly character-select background
  • Custom power icons, keyword tooltips, and character-specific Architect dialogue

Requirements
  • Slay the Spire 2 Beta Branch (early access, tested on v0.109)
  • BaseLib by Alchyr — available on the Steam Workshop (also required by other custom characters)

Installation
  1. Install BaseLib (Steam Workshop, or drop it in your mods folder).
  2. Extract the TheBlueMage folder into your game's mods directory: ...\Steam\steamapps\common\Slay the Spire 2\mods\TheBlueMage\It should contain TheBlueMage.dll, TheBlueMage.pck and TheBlueMage.json.
  3. Launch the game and pick The Blue Mage on the character select screen.

Known issues
  • Three Kaiser Crab teachings currently use stand-in card art (the crab's arms have no capturable sprite data) — will be patched.
  • With large mod lists, Slay the Spire 2 occasionally crashes during boot (a base-game race in Steam callbacks). Just relaunch — not caused by this mod.
  • Don't update the mod mid-run; finish or abandon your current run first.

Credits & attribution
  • Power/relic/potion icons: "700+ RPG Icons" by Lorc — CC-BY 3.0, OpenGameArt (recolored). Used with attribution, as required.
  • BaseLib by Alchyr — the modding framework this character is built on.
  • Character sprite: Final Fantasy V Blue Mage — © Square Enix. Non-commercial fan work, not affiliated with or endorsed by Square Enix or Mega Crit; sprite assets will be removed or replaced on request from the rights holder.
  • Monster/background card art: composited from Slay the Spire 2's own assets, within a mod for that game — © Mega Crit.
  • Azure Art / Secret Teaching card art: "Painterly Spell Icons" by J.W. Bjerk (eleazzaar) — CC-BY 3.0, via OpenGameArt.

Permissions
Code and original content: feel free to learn from, fork, or build on with credit. Square Enix and Mega Crit assets remain the property of their owners; do not redistribute them outside this mod.

_________________________________________________________

Nexus Mods Support Ending


Thank you to everyone who has supported this, and my other mods, over the course of 2026.  All future updates to this and my other mods will be exclusively through Steam workshop and my Discord, which can be found here: https://discord.gg/7kJMtFCarU.  Thank you everyone!
_________________________________________________________

v1.0.6 — Co-op Repairs, Bug Fixes, and Full Card Art



A big round of fixes, almost all of them from player reports. Thank you to everyone who took the time to write up what they saw — especially the two of you who caught the multiplayer problems.

Multiplayer fixes

Two reports came in that turned out to be the same bug: in co-op, every player and monster except the host was thrown off-screen in battle; and in solo, attack cards would play but never resolve — the card just sat there and no damage happened.

The cause was a leftover animation script in the character scene that could throw an error during combat setup. In multiplayer that error interrupts the game's layout pass partway through, so the host gets placed and nobody after them does. In solo it can break the character's animation handling, leaving attack cards waiting forever on an animation that never finishes.

  • Removed the script entirely — the modding framework handles those animations itself.
  • Hardened the Azure Codex's combat hooks so an unexpected error can never freeze the card pipeline again.
  • The Blue Mage now reserves more room in the combat lineup, so he no longer crowds the player standing next to him. Solo positioning is unchanged.
Note: one Blue Mage per lobby is the supported setup. Two players both picking the Blue Mage currently share bestiary state — treat that as experimental for now.

Cards that didn't work
  • Boot Sequence, Sludge Rage, Deep Inhale, Enrage, and Bubble Burp would hang mid-play and never grant their Strength. All five now work correctly.
  • Refine's cost reduction reset when you quit and resumed a run. It's now genuinely permanent.
  • Cards with Exhaust displayed the word twice (25 cards affected).

Touch of Orobas

Previously the Architect's boss relic didn't recognize the Azure Codex and handed out a plain Circlet instead. It now refines your Codex into the Omniscient Codex — everything the Codex already does, plus its marginalia count as 4 extra Pages, feeding every milestone, the Pages panel, and all your Pages-scaling cards.

Playing alongside enemy mods

Monsters from other mods have no hand-written teaching set, so they used to fall back on the same handful of cards every time. They now teach a random sampling from the entire Learned catalog, so the Blue Mage plays fine with mods that add new enemies — you just won't get bespoke cards for those particular monsters.

Art and presentation
  • Goblin Punch, Lunge, Observe, and White Wind now have proper painterly card art instead of character-sprite stand-ins — every card in the mod now has real art.
  • Fixed a gap in the attack sprite where the boots didn't connect to the legs.
  • The Blue Mage now stands about 10% taller, matching The Red Mage's scale.

About the antivirus warning

Nexus's scanner flags this mod's .dll as suspicious. This is a false positive. Like every Slay the Spire 2 character mod — including BaseLib, which this depends on — it uses the Harmony library to hook into the game's code at runtime, which antivirus heuristics flag on sight. The mod contains no networking, no external downloads, and nothing that touches anything outside the game.

As always, finish or abandon your current run before updating. Keep the reports coming!
_________________________________________________________

v0.0.5 — Multiplayer & Frozen-Attack Fix 


Two important bug reports came in, and they turned out to be the same bug:
  • Multiplayer: everyone except the host (players AND monsters) getting thrown off-screen in every battle.
  • Solo: attack cards playing but never resolving — the card just sits on screen and no damage happens.
The cause: the character scene carried a leftover animation script that could throw an error during combat setup. In multiplayer, that error interrupts the game's layout pass partway through — the host gets placed, everyone after them doesn't. In solo, it can break the character's animation handling, so attack cards wait forever on an animation that never finishes.

The fix (v1.0.5):
  • Removed the script entirely — the modding framework handles the animations itself (this is exactly how The Red Mage has always worked, which is why it never had these problems).
  • Hardened the Azure Codex's combat hooks so an unexpected error can never freeze the card pipeline again.
If you hit either of these bugs, please update and let me know if anything comes back — and apologies for the ruined runs!

Multiplayer note: one Blue Mage per lobby is the supported setup. Two players both picking the Blue Mage in the same lobby currently share bestiary state — consider that experimental for now.

Also included (v1.0.4): Goblin Punch, Lunge, Observe, and White Wind now have proper painterly card art (a feral punch, a flashing blade, a watchful eye, and a literal white wind) instead of character-sprite stand-ins — every card in the mod now has real art.
_________________________________________________________

v0.0.4


- Fixed Boot Sequence, Sludge Rage, Deep Inhale, Enrage, and Bubble Burp hanging mid-play and never granting Strength (new Azure Fury power)
- Fixed Refine's cost reduction resetting after quitting and resuming a run
- Fixed Exhaust appearing twice on card text (25 cards)
- Touch of Orobas now refines the Azure Codex into the Omniscient Codex (+4 Pages) instead of a Circlet
- Monsters from other mods now teach a random sampling of the full Learned catalog
- Fixed attack-sprite ankle gap; Blue Mage is now 10% larger (matches the Red Mage)
_________________________________________________________

V.0.0.3 - The Azure Arts and Secret Teachings just got a glow-up:


  • All 12 Azure Arts now have proper spell card art — arcane links, glowing runes, enchanted blades, and one very judgmental flaming eye (Provoking Jab). This includes five Arts (Cross Reference, Encyclopedic Might, Adaptation, Refine, Perfect Mimicry) that previously shipped with no art at all.
  • All 6 Secret Teachings have new art on a distinct mystic-purple backdrop, so a secret reads as something special the moment it appears: a storm of needles for 1000 Needles, a grinning horror for Level 5 Death, a noxious green cloud for Bad Breath...
Art comes from the wonderful "Painterly Spell Icons" by J.W. Bjerk (eleazzaar) (CC-BY 3.0) — the same pack The Red Mage uses, so the two characters now share a visual language.

No gameplay changes; safe to update between runs (as always, don't swap versions mid-run).
_________________________________________________________

v0.0.2 — No More Ironclad Impostor



Small but very visible update:
  • Character select screen — the Blue Mage now has his own select icon (a neon azure mask) instead of borrowing the Ironclad's portrait.
  • HUD icon — the top-left character icon in runs is now the Blue Mage himself.
  • Map marker — your marker on the Spire map is now the Blue Mage sprite.
No gameplay changes — existing runs and saves are unaffected. Just drop the new version into your mods folder over the old one.