I said I'd never make one of these, but they are actually really fun. I really really REALLY loved Quina in FFIX and fell in love with Blue Magic, so most of this was inspired by her and fitted to stay within the realm of Eorzea. No level 5 deaths or HP reducing skills, but we are going to keep cutlery as the weapon! xD I can just see a tiny lala sharpening his knife with his fork and licking his lips like a demon or slouched over slightly waving their arms up and down like they were eager noodles.
Skills- Skills marked with a ✮ are Job quest skills. Potency and Order can be adjusted and are outright expected. They would cross class with THM and PUG.
1. Frogdrop- Single target- Skill- 130 potency (Later traited to instant at Level 36's Faster Frogs)
2. Chop- 150 Potency Single Target Melee (Can only be used during Mad-Hunger status effect)
4. Aqua-breath - Aoe Damage over time. Duration 12 seconds. Potency: 60 inital + 25 per tick = 140 total potency
While under the effect of Channel (level 6) Aqua-breath will become single target and gain potency. Single target Potency: 65 initial +45 per tick = 245 total potency
Removes Mustard Breath status effect from afflicted mobs.
6. Channel- Mechanic/Stance- Aquabreath, Thunderbreath, and Mustard Breath become single target and gain potency. CD 10 seconds. Press skill again when active to remove it.
8. Crave: Damage dealt and critical rate is increased by 5%. (Later trated at level 24's Enhanced Craving to 10%)
10. Skewer- 100 Potency AOE Melee (Used during Mad-Hunger status effect)
12. Pumpkin Head: 90 Potency AOE (Later Traited at 28's Enhanced Pumpkin Head to 20% chance that your next Pumpkin head will be instant cast)
15. Magic Hammer- 80 potency. MP is restored. Cool down 30 seconds.
18. Thunderbreath- - Aoe Damage over time. Duration 12 seconds. Potency: 40 inital + 25 per tick = 140 total potency
Targets already inflicted with Aquabreath status effect take increased potency and duration
Duration 18 seconds. Potency: 40 inital + 30 per tick = 220 total potency
While under the effect of Channel (level 6) Thunderbreath will become single target and gain potency. Single target Potency: 65 initial + 50 per tick = 365 total potency.
22. Cocoon- Physical Vulnerability of self is decreased by 20%, duration 10 seconds- CD 120 seconds.
26. Night- Enemies within an 8 yalm radius of you are slept.
30. Vanish -Ability- Target Party Member or Self gains increased Evasion by 20%. Duration 15 seconds. 120 seconds.
✮ 30. Taste- MP is recovered on the next Chop, Skewer, Hunger's Drive or Delicious Sever. Execution of Chop, Skewer, Hunger's Drive or Delicious Sever will gain
Blue Magic status effect.
Status Effects:
Mad Hunger- Duration 5 seconds or until the next physical attack is cast. Intelligence is swapped with Strength.
Blue Magic courses through your veins. Duration 25 seconds at the end of Blue Magic status effect's duration, MP is reduced to 5%.
Cool down: 25 seconds
34. Hunger's Drive- 130 potency- Range up to 15 Yalms. Your Hunger pulls you towards your next Meal. (You are moved within melee distance of your target..) Can only be used under the effect of Mad Hunger.
✮ 35. Digest- Can only be used under the effect of Blue Magic. Blue Magic status effect duration is extended by 15 seconds. Health is regenerated at 150 potency over 12 seconds.
38.Frost- 100 potency, ability, Cool down 30 seconds.
✮ 40. Consume- Paid with 20% of your Max HP. Gain the effect of Blue Magic. Duration 15 seconds. Cool Down 180 seconds.
42. Mustard Breath -Aoe Damage over time. Duration 12 seconds. Potency: 60 inital + 25 per tick = 160 total potency
Targets already inflicted with Thunderbreath status effect take increased potency.
Duration 12 seconds. Potency: 80 inital + 40 per tick = 240 total potency
While under the effect of Channel (level 6) Mustard Breath will become single target and gain potency. Single target Potency: 180 initial + 50 per tick = 380 total potency
Removes Mustard Breath status effect from afflicted mobs.
✮ 45- Angel's Snack- Remove one detriment from self and and surrounding party members. Cool down 60 seconds.
46. King's Oath- Damage dealt is increased by 10%. Damage Recieved is decreased by 10%. Cool down 120 seconds.
50. Mighty Guard- Surrounding party members and Self gain increased Defense and Magic Defense by 10% for 10 seconds.
✮ 50. Feast.- Mechanic- The Potency of your next Chop, Skewer, Hunger's Drive or Delicious Sever is doubled. Execution of Chop, Skewer, Hunger's Drive or Delicious Sever will gain
Blue Magic status effect.
Status Effects:
Mad Hunger- Duration 15 seconds or until the next physical attack is cast. Intelligence is swapped with Strength.
Blue Magic courses through your veins. Duration 10 seconds at the end of Blue Magic status effect's duration, MP is reduced to 5%. (Traited to 15 with Level 16's Good Taste)
Cool Down 60 seconds
52. Doom- Target's Vulnerability is increased by 20%. Can only be used on targets with 25% HP and below.
54. White Wind- 150 Potency AOE on self and and surrounding party members, based on INT. Cool down 90 seconds.
56. 1000 Needles- 1000 damage attack. Stuns target for 2 seconds.
58. Twister- AOE ability. Placeable AOE with the size of shadow Shadowflare. Duration 24 seconds. Potency: 35 per tick = Total potency: 280.
✮ 60. Delicious Sever- DOT Single Target Melee (Can only be used during Mad-Hunger status effect)
120 potency, 35 per tick duration 30 second. 470 Total.
The Blue Mage mechanic is to eat to gain Blue Magic into their system. When this Blue Magic runs out their MP hits rock bottom and they become desperate and primitive, their INT swapping with their STR with the cast of Taste or Feast (if only for one GCD). They will have a base attack, a DoT, an Aoe or a Gap closer to use during this Mad-Hunger status to remove it and gain MP.They will be juggling 3 other DoTs that start as AOE's but can become focused with Channel to increase their potency, but reduce their target to a single mob. Casting Aquabreath then Thunderbreath, will increase the potency and duration of Thunderbreath, following that with Mustard Breath will increase its potency as well, creating a sort of Combo system, but casting Mustard Bomb after Aquabreath will remove Aqua's remaining duration on those inflicted. Same with Aquabreath onto Mustard breath. So you have to pay attention to debuffs to maximize DPS.

Healing Support- Blue Magic also had some hefty support abilities, so Angel Snack (Fey Caress), White Wind (150 potency Int based AOE heal), Vanish (increased Evasion on target), and Mighty Guard (AoE 10% increase in defense/Mdefense) will help give healers more time to Support DPS, since these skills are OGCD and wont directly affect the Blue Mage's personal DPS much.

Originally Posted by
Rawrz
I still think this would be a fun concept. The act of learning the skills would be secondary to how they would be used in fights at end game.
They could require the skills to be learned from a level/Hunting log Requirement, made especially for Blue Mages.
The Class design is a cross between Cleric Stance, Umbral Ice, and Enochian.
Cleric Stance, because of swapping INT/STR with the Mad-Hunger buff.
Enochain, because to be effective youll want to keep up your Blue Magic as much as possible to increase damage by its effect.
Umbral Icce, because Blue Magic is the means to their MP regen. Losing it, is like gaining astral fire in the negative sense, as your MP will drop to a punishing amount. Youll be able to cast a single skill after, but you wont get the damage up.
This is a class that requires you to stay active, planning when you can come in for a bite of Blue Magic. You have access to a Gap Closer, a burst physical, an AOE and a DoT. You have lots of options on how you want to spend your physical hit.
The Magic damage portion, involves juggling 3 DoTs that enhance each other, but not in a faceroll way. Being able to switch between AOE and Single target on your core skills, reduces button bloat, but still makes you ask if its worth doing, because of the stance lockout (Think Cleric Stance.) You also have skills to weave in to add extra DPS, like Magic Hammer and Frost. Doom is there to increase Party DPS, but not take the role of Ninja in Openers, as you can only use it to push dps after a certain percent.
Skills like Mighty Guard, White Wind, and Angel's Snack help the healer's stay in Cleric Stance longer. Imagine weaving in an Angel's Snack after a Frog Drop (Think Ruin II) to cleanse the Warrior from his pacification. Mighty Guard before a raid wide AOE and White Wind would be a micro Indom, filling the role of Mantra (Healing for 150 potency AOE instead of boosting the healing.
You have some self heal coverage with White Wind and Digest. Cocoon to increase your defense, Night to help with crowd control to sleep those around you.
This class fills the role between Black Mage and a DPS oriented Scholar.
I also changed some of the order of the skills around to emphasize the Blue Magic skills as the Job abilities.