Control Mage (3.5e Class)

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Masters of counter magic, Avatars of dispelling. The Control Mages are a select group of spellcasters who specialize in stopping others from using magic and protecting themselves. This class is highly inspired from the Blue Mage class.

Control Mage

Masters of counter magic, Avatars of spell-breaking. The Control Mages are a select group of wizards who specialize in stopping others from using magic or attacks on them. This class is highly inspired from the Blue Mage class.

Making a Control Mage

The Control Mage is a specialist in the arts of countering and dispelling magical effects. They also excel at protecting themselves.

Abilities: Like with most spellcasters, Control Mages use Intelligence when determining how many spells they can cast and when determining how powerful their spells are. High Dexterity is a must for the Control Mage, not just because they lack any armor proficiency, but also because it allows them to cast their spells reflexively and helps them react quickly during combat.

Alignment: Any

Starting Gold: [(1d4 × 4) + 1 × 5] gp

Starting Age: Complex

Table: The Control Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Reflexive Casting, Read Magic 3 1
2nd +1 +0 +3 +3 4 2
3rd +2 +1 +3 +3 Vigilant Eyes 4 2 1
4th +3 +1 +4 +4 Counter-Spell 4 3 2
5th +3 +1 +4 +4 Bonus Feat, Improved Dispel 4 3 2 1
6th +4 +2 +5 +5 4 3 3 2
7th +5 +2 +5 +5 Improved Vigilant Eyes 4 4 3 2 1
8th +6/+1 +2 +6 +6 Reactive Aura 4 4 3 3 2
9th +6/+1 +3 +6 +6 4 4 4 3 2 1
10th +7/+2 +3 +7 +7 Bonus Feat, Control Aura, Improved Dispel +1 4 4 4 3 3 2
11th +8/+3 +3 +7 +7 4 4 4 4 3 2 1
12th +9/+4 +4 +8 +8 Focus Aura 4 4 4 4 3 3 2
13th +9/+4 +4 +8 +8 4 4 4 4 4 3 2 1
14th +10/+5 +4 +9 +9 4 4 4 4 4 3 3 2
15th +11/+6/+1 +5 +9 +9 Bonus Feat, Improved Dispel +2 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +5 +10 +10 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +5 +10 +10 Fortify Self 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +11 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +11 +11 Improved Fortify Self 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +12 +12 Bonus Feat, Improved Dispel +3 4 4 4 4 4 4 4 4 4 4

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Diplomacy (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Int), Profession (Wis), Spellcraft (Int), and Sense Motive (Wis).

Class Features

All of the following are class features of the Control Mage.

Weapon and Armor Proficiency: Control Mages are proficient with no armor and any simple weapon plus longswords.

Spells: To learn, prepare, or cast a spell, the Control must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Control Mage’s spell is 12 + the spell level + the Control Mage’s Intelligence modifier.

The Control Mage can cast all spells they have a spell slot for. All spells cast by a Control Mage require only verbal components and can be cast spontaneously, like a Sorcerer would. Because a Control Mage's spells have no somatic components they do not suffer from arcane spell failure. However, in order to use any of his Control Mage spell-like abilities or powers a Control Mage must not be wearing anything heavier than light armor. Control Mages may cast spells from the following list:

0— Resistance, Daze, Disrupt Undead, Mage Hand, Open/Close, Charm Animal, Delay Poison, Calm Animals, Entangle, Resist Energy, Know Direction, Charm Person, Hypnotism, Obscure Object, Hold Animal, Wind Wall, Shield, and Hold Portal

1st— Endure Elements, Protection from Chaos/Evil/Good, Grease, Mage Armor, Obscuring Mist, Comprehend Language, Identify, True Strike, Sleep, Tenser's Floating Disk, Chill Touch, Magic Missile, Ray of Enfeeblement, Erase, Feather Fall, and Lesser Restoration

2nd— Arcane Lock, Protection from Arrows, Fog Cloud, Glitterdust, Web, Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Tasha's Hideous Laughter, Darkness, Shatter, Blur, Hypnotic Pattern, Invisibility, Command Undead, Knock, Rope Trick, Spider Climb, Dispel Magic, Sepia Snake Sigil, Arcane Sight, Hold Person, Gentle Repose, Halt Undead, Slow

3rd— Magic Circle Against Chaos/Good/Evil, Nondetection, Protection from Energy, Sleet Storm, Clairaudiance/Clairvoyance, Tongues, Deep Slumber, Heroism, Suggestion, Lightning Bolt, Displacement, Illusory Script, Invisibility Sphere, Ray of Exhaustion, Gaseous Form, and Greater Magic Weapon

4th— Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Evard's Black Tentacles, Solid Fog, Arcane Eye, Charm Monster, Crushing Despair, Lesser Geas, Otiluke's Resilient Sphere, Wall of Ice, Greater Invisibility, Break Enchantment, Lesser Planar Binding, Wall of Stone, Hold Monster, Bigby's Interposing Hand, Waves of Fatigue, Permanency

5th— Dismissal, Mordenkainen's Private Sanctum, Dominate Person, Feeblemind, Mind Fog, Symbol of Sleep, Wall of Force, Magic Jar, Passwall, and Telekinesis

6th— Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Planar Binding, Wall of Iron, Analyze Dweomer, True Seeing, Geas/Quest, Mass Suggestion, Symbol of Persuasion, Shadow Walk, Undeath to Death, Control Water, Move Earth, Mordenkainen's Lucubration, Stone to Flesh, Spell Turning, Mass Hold Person, Symbol of Stunning

7th— Banishment, Sequester, Greater Teleport, Greater Arcain Sight, Greater Scrying, Vision, Power Word: Blind, Bigby's Grasping Hand, Forcecage, Control Undead, Symbol of Weakness, Waves of Exhaustion, Control Weather, Ethereal Jaunt, Reverse Gravity, and Statue

8th— Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells, Maze, Greater Planar Binding, Trap Soul, Discern Location, Antipathy, Binding, Mass Charm Monster, Demand, Otto's Irresistible Dance, Power Word: Stun, Otiluke's Telekinetic Sphere, Polar Ray, Screen, Clone, Symbol of Death, and Temporal Stasis

9th— Freedom, Imprisonment, Mordenkainen's Disjunction, Prismatic Sphere, Refuge, Teleportation Circle, Foresight, Dominate Monster, Mass Hold Monster, Power Word: Kill, Energy Drain, and Soul Bind


Reflexive Casting Control Mages are trained to quickly cast spells, so that they can maintain control of a battle. Whenever an opposing spell caster begins casting a spell within a range of 100 +10/character level feet, a Control Mage may make a Reflex Saving Throw. If the role is equal to or greater than the DC of the spell being cast (or what the DC would be if the spell had one), the Control Mage may cast a spell of their own as an immediate action. This ability only allows the Control Mage to cast a spell from the Control Mage's spell list, even if the Control mage has spells from another class. This ability is not limited to the normal one immediate action per round. However, if this ability is used then the Control Mage may not use an immediate action for anything other than 'Reflexive Casting' this round (even if he readies an action). Even effects that "add" immediate actions per round or would normally ignore an effect like this do not work. If the Control Mage has already used an immediate action this round he is unable to use this ability. In order to use this ability the Control Mage must be aware of the opposing spellcaster.


Read Magic (Sp): Control Mages may use read magic at will without using a spell slot.


Vigilent Eyes (Sp): As a free action, a Control Mage learns infuse magic into his eyes that make him more perceptive to those around him. Doing so costs one of the Control Mage's 2nd level spell slots. The Control mage's eyes give off a faint, almost unnoticeable glow. If an enemy attempts to make a melee attack against the Control mage he may attempt a reflex saving throw. The DC for this reflex saving throw is equal to enemy's attack roll. On a successful save the Control mage only takes half damage from the attack. This effect lasts for one minute per caster level. If the Conrol Mage would be unable to see an attacker (ex: if they are invisible) this ability does not work on their attacks.


Counter-Spell A Control Mage is both perceptive and receptive to art of magic around him. If a spell or spell-like ability is about to be cast or activated within 100 +10/character level feet of the Control Mage, he may immediately attempt a Spellcraft check to identify it (not an immediate action because he is simply attempting to recognizing the spell but is not taking any action, i.e. thinking). The DC for this check is 15+spell level (normal spellcraft check.) If the control mage passes the DC by 10 or more he can temporarily (1 round/ Control Mage level) add that spell or spell-like ability to his spell list. This does not, however automatically grant the Control Mage the ability to cast/activate the spell/spell-like ability. The spell is added to the appropriate spell level on his spell list. He must therefore have access to a spell slot of that level. Additionally, the Control Mage must meet the stat requirements to cast that spell (normally 10 + spell level for required stat). If it is not an arcane spell then he must use the appropriate stat for the type of spell 'learned' in this fasion (i.e. Wisdom for divine magic). In order to use this ability the Control Mage must be aware of fact a spell is being cast. Additionally, if the Control Mage is hit/affected by a spell or spell-like ability (other than one of his own) he can attempt to absorb some of the magic. The Control Mage may make a Will saving throw (if the spell or spell-like ability already requires a Will saving throw then you must make a separate Will saving throw for this ability) with a DC of 20 + the level of the spell / spell-like ability (for spell-like abilities that do not specifically have a set spell level, the DM uses his best judgment. Spell-abilities should range from 0-9). This Will saving throw is made after all the effects of the spell have been resolved. On a successful save the Control Mage absorbs part of the spell and temporarily (1 round/ Control Mage level) gains 1 spell slot of equal level to the one being cast. Absorbing a spell in this mannor does not, however, alter any effects the spell or spell-like ability causes. In order to absorb the spell the Control Mage must actually be effected by it. If for some reason the spell 'hits' the Control Mage but does no damage and/or does not actually effect him, then the Control Mage cannot absorb the spell.


Improved Dispell (Sp): A Control Mage is an expert at controlling all magics around him. The Control Mage gains 1+ Intelligence modifier uses of the 'Dispel Magic' spell per day. These uses cannot be used for other spells and in no way count as normal spell slots. The Control Mage may use the Spell 'Greater Dispel Magic' (once he has access to the spell)instead but this requires two of his 'uses'. In, addition, the Control mage gets a +5 to all dispel magic checks. At every 5 levels after the fifth the Control Mage's ability to dispel magic improves even more. At 10th level the Control Mage's uses per day becomes 2+ double Intelligence modifier and gains an additional +5 to dispel magic checks (effective +10). At 15th level the Control Mage's uses per day becomes 3+ triple Intelligence modifier and gains an additional +5 to dispel magic checks (effective +15). At 20th level the Control Mage's uses per day become 4+ quadruple Intelligence modifier and gains an additional +5 to dispel magic checks (effective +20).


Improved Vigilent Eyes (Sp): As 'Vigilant Eyes' but the reflex saving throw can now be applied to ranged (non magical) attacks as well. This ability costs one of the Control Mage's 3rd level spell slots.


Reactive Aura (Sp): A Control Mage may manifest his will in the form of a faint green spherical aura, visible to all, that radiates from him with a diameter of up to 25ft +5ft/2 caster levels. The Control Mage may do this as a swift action. Allies (including himself) within this aura gain a +1/ 2 Control Mage levels competence bonus on reflex saving throws. This is a spell-like ability and as such can be dispelled by any means that could normally dispel a spell-like ability. Using this aura costs him one of his 4th level spell slots. Because this is a sphere the radius extends below the Control Mage as well (unless there is a surface below the Control Mage that would prevent tbis). The Control Mage can decrease the radius of his aura to any size he sees fit, but a creature must be completely within the aura to be effected. The Control mage cannot, however, change the shape of the aura unless he has the ability to change the shape of a spell-like ability. The Control mage has does have enough control over this aura to choose those who receive the benefits of his aura.


Control Aura (Sp): As with "Reactive Aura" but creates a purple aura that gives allies +1/Control Mage level spell resistance. Using this aura costs one of the Control Mages 5th level spell slots.


Focus Aura (Sp): A Control Mage may focus his auras into more impressive versions, for himself, as a swift action. If this is done the Control Mage's Reactive or Control Aura/(s) cost a spell slot two levels higher than normal, have a range of personal, double in effectiveness, and gain additional effects: Reactive Aura - The Control Mage gains the Evasion ability. If the Control Mage already has Evasion then it grants Improved Evasion. If the Control Mage already has the Improved Evasion Ability then upon a successful Reflex save (a save granted by the 'Reflexive Casting' ability does not count) he gains an attack of opportunity on the creature that attacked him (this effect only works for creatures. i.e. a successful Reflex save against a trap does not allow you to attack the trap). The creature must be within your normal attack range. Control Aura - The Control Mage gains damage reduction +1 per Control Mage level/- for spells only. A focused aura lasts for 1 round/ Control Mage level. The Control Mage can choose to focus both auras (each requires its own swift action) as long as he uses up an appropriate spell slot for each. The control mage can choose to focus an aura and project an aura of the same type at the same time (each requiring it own swift action), so long as he uses the appropriate spell slots. However, the effects do not stack. Ex: Suppose Magnus is a Control Mage of 12th level and he chooses to project his reactive aura in round one and focus his reactive aura in round two. He must use a spell slot of 4th level and 6th level respectively. In round one all allies within range would gain a +6 to any reflex saving throws, including Magnus. In round two Magnus would gain a +12 to his reflex saving throws but lose the +6 given by the projected aura.

Fortify Self: The Control Mage has gained so much magical prowess that it now begins to affect his body. The Control Mage is now immune to critical hits. The Control mage must permanently sacrifice one of his level 9 spell slots for this ability. At 19th level this ability strengthens further. The Control Mage now cannot be critically hit even by a creature that could do so on criticallly immune creatures.

Epic Control Mage

Table: The Epic Control Mages

Hit Die: d4

Level Special
21st
22nd
23rd Bonus Feat
24th
25th Improved Dispel +4
26th Bonus Feat
27th
28th
29th Bonus Feat
30th Greater Aura, Improved Dispel +5

4 + Int modifier skill points per level.

Greater Aura: An Epic Control Mage eventually masters the use of his auras. Both auras can now be projected (normal range for a projected aura) and grant the effects as if they were being focused. This uses a spell slot 4 levels greater than normal. The Control Mage cannot project a greater aura at the same time that he is projecting a regular aura or fucusing an aura of the same type.



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