Blue Mage (3.5e Class)
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Masters of counter magic, Avatars of spell-breaking. The Blue Mages are a select group of arcane spellcasters who specialize in stopping others from using magic and spells. Truly, they are the bane of any magical foe. Orderly and well organized at their best, and controlling and possessive at their worst, the Blue Mage is a class suited to those who wish to have absolute control over the flow of battle.
Blue Mages tend to work well with fighters and other melee classes, holding an enemy in place, helpless, while his companions hack them to pieces. Blue mages get along well with other mages of the White(good) and Black(evil) varieties, but dislike Green(Chaotic) and Red(Neutral) mages, finding them to unpredictable or uncontrollable.
A Blue Mage in the world may be anybody who is overly controlling or organized. He could be a jealous lover, a serial rapist, or a strict tutor.
Making a Blue Mage
The Blue Mage is a specialist in the arts of countering and dispelling magical effects. As such, they work especially well with warriors and other melee classes, but their style of fighting sometimes interferes with the works of other spell casters, causing tension sometimes between them and the more generic spell-casting classes.
Abilities: Charisma determining how many spells they can cast and how powerful their spells are. High dexterity is a must for the Blue 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 Lawful
Starting Gold: [(1d4 × 4) + 1 × 5] gp
Starting Age: Complex
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+2||+2||Reflexive Casting, Counterspell, Scribe Scroll, Read and Detect Magic||3||1||—||—||—||—||—||—||—||—|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Blue Mage.
Weapon and Armor Proficiency: Blue Mages are proficient with any simple weapon plus longswords, but are not proficient with armor.
Spells: To learn, prepare, or cast a spell, the blue mage must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a blue mage’s spell is 10 + the spell level + the blue mage’s Charisma modifier.
All Blue Mage spells require only verbal components and can be cast at will. Blue Mages choose their 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— Dimentional 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 (Sp): Blue 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, a Blue Mage may take a Reflex Saving Throw after the opposing spell. If the role is equal to or greater than the DC of the spell being cast, the Blue Mage may cast a spell of their own as a free action
Read and Detect Magic (Sp): Blue Mages may use read and detect magic as if they were affected by a permanency spell.
Dull Blade (Sp): Blue Mages may stop a target's attack and end that target's turn after making a reflex save. Targets with a Str modifier greater than the Blue Mages base Will Bonus are not effected.
Null Spell (Sp): A Blue Mage may negate a spell cast by any caster with a lower Int modifier than himself.
Hold Strike (Sp): At will, a Blue Mage may prevent a target from attacking once/Int Modifier per day.
Blue Aura (Sp): A Blue Mage may manifest his will in the form of a blue aura, visible to all, that spans a 10x10 ft area with himself as the center. All other beings caught within this aura may only move as the Blue Mage permits, unless they make a successful will save equal to the Blue Mage's level + his base Will Bonus. Lasts 1 round + caster's Int modifier, or until a successful Will save is made against it.
Azure Aura (Sp): As with "Blue Aura", but save must be equal to the Blue Mage's level + his base Will bonus + 10. Blue Aura must be already active to use this ability.
Focus Aura (Sp): A Blue Mage may focus his Blue or Azure Aura onto a single target, allowing control over the target as in Dominate Creature, if a successful will save is not made. This lasts until the aura has ended or been dispelled.
Time Stop (Sp): A Blue Mage may stop time 1/day for 1d4 rounds.
When a Blue Mage becomes nonlawful cannot gain new levels as a blue mage but retains all blue mage abilities.
Like a member of any other class, a blue mage may be a multiclass character, but multiclass blue mages face a special restriction. A blue mage who gains a new class or (if already multiclass) raises another class by a level may never again raise her blue mage level, though she retains all her blue mage abilities.
Some time the blue mage can take levels in some Prestige Classes without breaking the blue mage's conduct (exp: Archmage, Loremaster, Master of the Unseen Hand).
Epic Blue Mage
|30th||Greater Azure Aura|
2 + Int modifier skill points per level.
Spells: The blue mage’s caster level is equal to his or her class level. The blue mage’s number of spells per day does not increase after 20th level. The blue mage does not learn additional spells unless he or she selects the Spell Knowledge feat.
Greater Azure Aura: As with Azure Aura, but range is increased to 50x50 ft area.
Bonus Feats: The epic blue mage gains a bonus feat (selected from the list of epic sorcerer bonus feats) every three levels after 20th.