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2007-07-24, 07:35 PM
Red Mage
The red mage in a single word? Versatility. The red mage is the proverbial jack of all trades, but master of none. The red mage is an easily adaptable class that is equally adept at arcane spellcasting, divine magic-weaving, and skilled swordplay. The red mage borrows elements from several different classes, and mixes them with a few unique tricks of her own to create an extremely potent character if used skillfully.

Adventures: Red mages adventure for fame, fortune, or at their lord's behest. Or for any other number of reasons. A red mage may be physical and magic support for an army, or a kindred spirit wandering town who happens upon a quest that suits her interests, or even a malicious trickster who seeks to play others for fools.

Characteristics: Red mages have no standard attire, though once they realize they fit into this category they may choose to adopt at least some red in their outfit. Most red mages tend to dress flamboyantly, and the stereotypical red mage has the red, feathered hat, a mouth-covering mask, and a flowing red cloak. But it's not all that uncommon to see a red mage dressed much like a bard or rogue.

Alignment: Any. While most red mages are free spirited and thus chaotic, there are those who enter into the service of a higher power and are therefore lawful.

Religion: Red mages must serve a god or cause in order to gain their divine spells, but they are typically not nearly as devoted as other divine casters. Many red mages worship multiple gods, as they believe this helps them be more flexible. Some worship no gods in particular and simply follow whatever religion seems right.

Background: Red mages are diverse as they are versatile. Many are would-be sorcerers who simply stumble upon the ability to cast divine magic or keep themselves in shape. Others are champions of a divine cause who find that arcane magic comes naturally to them. Still others are tricksters who dabble in both kinds of magic in order to compete with those pesky casters who get in their way. These are just a few examples, as there may be other reasons for one to become a red mage.

Races: Humans and half-elves, being not naturally inclined towards any particular cause or class, find themselves very suitable for the lifestyle of a red mage. Gnomes and halflings also find the carefree, versatile of the red mage to their liking. Elves and dwarves are typically too stoic and set in their ways to consider the benefits of such versatility, though there are enlightened souls of these races who do walk the path of the red mage. Half-orcs naturally lack the magical affinity and inclination to become red mages, but some of those raised in human lands may become one by some miracle.

Other Classes: As red mages have a little in common with everyone, they tend to get along with everyone. Though some of the more rigid classes like the paladin or monk may not always agree with the red mage, more often than not they can find enough common ground to work together without much hassle.

Role: The red mage is just about whatever her party needs her to be. While she's not so great at taking hits, the red mage can be a great asset in melee and hold her own fairly well, especially at low levels. In a pinch, the red mage can contribute to healing or blasting as her spell list allows.

Abilities: Charisma is the most important skill for the red mage, as it enables her spellcasting. High constitution, strength, and dexterity will help her survive in melee, while high intelligence will enable her to be more skillful.

Hit Die: d6

Class Skills: All skills are considered class skills for the red mage.

Skill Points: (6 + Int modifier) x 4 at first level, 6 + Int modifier for each additional level.

Skill Restriction: The red mage's maximum skill rank is 1 less than any other class's(ie, a character level 1 red mage's maximum skill rank is 3). When a character of another class takes a level of red mage, her maximum skill rank does not increase for the first level of red mage she takes, but does increase as normal for every red mage level taken thereafter.

THE RED MAGE ---------------------------------------------------------------- Spells Per Day
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+0|
+2|
+2|Spellblade +1d6|4|1|-|-|-|-|-|-

2nd|
+1|
+0|
+3|
+3|Doublecast 1/day, Special Ability|5|2|-|-|-|-|-|-|-

3rd|
+2|
+1|
+3|
+3|Uncanny Dodge|6|3|-|-|-|-|-|-|-|-

4th|
+3|
+1|
+4|
+4|Spellblade +2d6|6|4|-|-|-|-|-|-|-|-|-

5th|
+3|
+1|
+4|
+4|Doublecast 2/day|6|5|2|-|-|-|-|-|-|-|-|-

6th|
+4|
+2|
+5|
+5|Convert 2/day, Special Ability|6|5|3|-|-|-|-|-|-|-|-|-|-

7th|
+5|
+2|
+5|
+5|Spellblade +3d6|6|5|4|-|-|-|-|-

8th|
+6/+1|
+2|
+6|
+6|Sage's Recall(1 spell)|6|5|5|2|-|-|-|-|-|-

9th|
+6/+1|
+3|
+6|
+6|Empowered Spellblade|6|5|5|3|-|-|-|-|-|-

10th|
+7/+2|
+3|
+7|
+7|Doublecast 3/day, Spellblade +4d6, Special Ability|6|5|5|4|-|-|-|-|-|-

11th|
+8/+3|
+3|
+7|
+7||6|5|5|5|2|-|-|-|-|-

12th|
+9/+4|
+4|
+8|
+8|Convert 4/day|6|5|5|5|5|-|-|-|-|-

13th|
+9/+4|
+4|
+8|
+8|Spellblade +5d6|6|5|5|5|4|-|-|-|-|-

14th|
+10/+5|
+4|
+9|
+9|Special Ability|6|5|5|5|5|2|-|-|-|-

15th|
+11/+6/+1|
+5|
+9|
+9|Doublecast 4/day|6|5|5|5|5|3|-|-|-|-

16th|
+12/+7/+2|
+5|
+10|
+10|Spellblade +6d6, Sage's Recall(2 spells)|6|5|5|5|5|4|-|-|-|-

17th|
+12/+7/+2|
+5|
+10|
+10||6|5|5|5|5|5|2|-|-|-

18th|
+13/+8/+3|
+6|
+11|
+11|Convert 6/day, Special Ability|6|5|5|5|5|5|3|-|-|-

19th|
+14/+9/+4|
+6|
+11|
+11|Spellblade +7d6|6|5|5|5|5|5|4|-|-|-

20th|
+15/+10/+5|
+6|
+12|
+12|Doublecast 5/day, Greater Sage's Recall|6|5|5|5|5|5|5|-|-|-[/table]

Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th

1st|5|3|-|-|-|-|-|-

2nd|6|4|-|-|-|-|-|-

3rd|6|4|-|-|-|-|-|-

4th|7|5|-|-|-|-|-|-|-

5th|7|5|3|-|-|-|-|-|-

6th|8|6|3|-|-|-|-|-|-

7th|8|6|4|-|-|-|-|-|-

8th|9|7|4|3|-|-|-|-|-|-

9th|9|7|5|4|-|-|-|-|-|-

10th|9|8|5|4|-|-|-|-|-|-

11th|9|8|6|5|3|-|-|-|-|-

12th|9|8|6|5|4|-|-|-|-|-

13th|9|8|7|6|4|-|-|-|-|-

14th|9|8|7|6|5|3|-|-|-|-

15th|9|8|8|7|5|4|-|-|-|-

16th|9|8|8|7|6|4|-|-|-|-

17th|9|8|8|7|6|5|3|-|-|-

18th|9|8|8|7|7|5|4|-|-|-

19th|9|8|8|7|7|6|5|-|-|-

20th|9|8|8|7|7|6|6|-|-|-[/table]

Weapon and Armor Proficiency: Red mages are proficient with all simple weapons, as well as the rapier, shortsword, longsword, flail, scimitar, and shortbow. Red mages are proficient with light armor and bucklers. A red mage does not suffer the usual arcane spell failure chance when equipped with light armor and/or bucklers. However, using medium or heavy armor or using any other shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass red mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: The red mage casts both arcane and divine spells which are drawn primarily from the red mage spell list. She can cast spells without preparing them ahead of time, unlike a wizard or cleric.

To learn or cast a spell, a red mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a red mage’s spell is 10 + the spell level + the red mage’s Charisma modifier.

Like other spellcasters, a red mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the marked table. In addition, she receives bonus spells per day if she has a high Charisma score.

The red mage knows a limited number of spells, but learns them at a quicker rate than the sorcerer. The number of spells per day she can cast is lower than the sorcerer's, however.

Beginning at the 5th level, and every three levels after that(at the 8th, 11th, 14th, 17th, and 20th levels), the red mage may choose to replace a spell she knows with a new one. The red mage 'loses' the old spell and learns the new spell in its place. This new spell may be one from the red mage spell list, or a new or unusual spell the red mage has gained understanding of by study. This method of spell acquisition can't cause the red mage to learn spells at a faster rate.

A red mage can cast any spell she knows without preparing it in advance, provided she has not used up her spells per day for that level, like a bard or sorcerer.

A red mage's caster level rules are different than those for most casters. When casting an Abjuration, Divination, Enchantment, Transmutation, or Universal spell, the red mage's caster level is equal to her red mage level. When casting a Conjuration, Evocation, Illusion, or Necromancy spell, the red mage's caster level is equal to half of her red mage level(but a character's caster level is always at least one if she has a level of red mage).

If a spell appears on the wizard/sorcerer list, it is considered an arcane spell when cast by the red mage. If a spell appears on the cleric list, it is considered a divine spell when cast by the red mage. If it appears on both lists, the red mage may choose to cast it as either an arcane or divine spell. Gravity is an arcane spell, while Refresh and Greater Refresh are divine spells.

Spellblade(su): The red mage is capable of altering the magic energies that form a spell as she casts it. During the red mage's action, she may cast a spell as a swift action, but rather than casting the spell as normal, she instead bestows one of many effects on a melee weapon of the red mage's choice that she wields. When using this on a double weapon, both ends are affected. The weapon deals 1d6 additional damage, and this damage increases by 1d6 at the fourth level and every three levels thereafter. The effect lasts for one round plus one additional round for each spell level the spell used to enchant the weapon was. Spellblade cannot stack with itself. If someone other than the red mage who enchanted the weapon with Spellblade attempts to wield the weapon, the Spellblade enchantment has no effect.

The following types of spells have the following effects(other types have no effect) in addition to the additional damage:

Conjuration(Healing): The weapon deals additional damage to the undead equal to the red mage's HD. Against living foes it suffers a damage penalty equal to the damaged creature's HD(minimum of 1 damage dealt).

Evocation[Fire]: The weapon deals fire damage.

Evocation[Cold]: The weapon deals cold damage.

Evocation[Electricity]: The weapon deals electricity damage.

Evocation[Air]: The weapon deals sonic damage.

Necromancy: The weapon deals acid damage.

Doublecast(ex): The red mage has the ability to cast two spells at an exceptional speed. Once per day, the red mage may cast two spells with the casting time of standard action or less as a full-round action.

The red mage may also doublecast two spells with the maximum casting time of a full-round action in the time it would take to cast the spell of the two with the longest casting time(for example, a red mage may cast two spells with the casting time of a standard action as a single standard action, or a spell that requires a full-round action and standard action as a full-round action). To successfully do so, however, the red mage must make a Concentration check(DC 10 + spell level of the first spell + spell level of the second spell[for example, when doublecasting a 2nd level spell and a 3rd level spell, the red mage must make a Concentration check of at least 15]). If you fail the check, you lose the spells just as if you had cast them to no effect. The red mage may not cast defensively while doublecasting in this manner.

The red mage may expend a use of doublecast to have a single spell affect two weapons she wields with spellblade as a single swift action if she has the Two-Weapon Fighting feat. Alternately, she may expend a use of doublecast to use spellblade to enchant two separate weapons she wields with two separate spells as a single swift action if she has the Two-Weapon Fighting feat.

The red mage gets an additional use of doublecast each day at the 5th, 10th, 15th, and 20th levels. When doublecasting, the combined spell level of the two spells cast may not exceed the character's red mage level. For example, for a character to use doublecast to cast a 3rd spell and a 2nd spell, she must have at least five red mage levels.

Special Ability: At the 2nd level and every four levels thereafter, the red mage gains a special ability of her choice from among the following options.

Spell Affinity(ex): The red mage's spellcasting prowess improves. When a red mage selects this ability, her effective caster level increases by 1.

Evasion(ex): A red mage who selects this ability can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the red mage is wearing light armor or no armor. A helpless red mage does not gain the benefit of evasion.

Improved Uncanny Dodge(ex): A red mage who selects this ability can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has red mage levels. The levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. The red mage may not select this ability at the 2nd level.

Improved Weapon Finesse(ex): A red mage with the Weapon Finesse feat may select this ability in order to strike at her foes with precision as opposed to raw force. When wielding a weapon in one hand and using the Weapon Finesse feat to replace her STR modifier with her DEX modifier on the attack roll, the red mage may also replace her STR modifier with her DEX modifier on the attack's damage roll(in the case of an off-hand weapon, the red mage only adds half of her DEX modifier to the damage roll). In addition, the red mage no longer suffers an armor check penalty on attack rolls when she wields a buckler and uses the Weapon Finesse feat.

Mystic Fortitude(ex): The red mage's affinity with the supernatural strengthens her body against magical forces. A red mage who selects this ability gains a bonus to Fortitude saves against spells and spell-like abilities equal to half of her HD. In addition, whenever the red mage makes a successful Fortitude saving throw against a spell or spell-like ability that allows a Fortitude save, the red mage negates all negative effects of the spell.

Skill Swap(ex): A red mage who selects this ability may ready her mind for the performing of a particular skill at the expense of being strangely inept at a skill with which she is normally quite proficient. After a good night's sleep, the red mage may spend an hour meditating or studying in order to use this ability. If the red mage prepares spells for another class or uses Sage's Recall, she may ready this ability at that time with no additional time required. After doing so, the red mage may take a skill check penalty up to the amount of ranks she has in a single skill to gain an equal competence bonus to skill checks for any other single skill for the day(for the purpose of synergy bonuses and other such effects, the red mage is treated as actually having ranks in the skill equal to the competence bonus). This effect lasts 24 hours.

Skill Mastery: A red mage who selects this ability becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A red mage may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Bonus Feat: Instead of gaining a special ability, red mage may select a bonus feat from the following list. The red mage must meet all the prerequisites required, except when noted.

Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Augment Summoning, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Deceitful, Deft Hands, Diligent, Dodge, Empower Spell, Enlarge Spell, Eschew Materials, Extend Magic, Greater Spell Focus, Greater Spell Penetration, Greater Two-Weapon Fighting, Heighten Spell, Improved Counterspell, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Investigator, Magical Aptitude, Maximize Spell, Mobility, Negotiator, Nimble Fingers, Persuasive, Quick Draw, Quicken Spell, Self-Sufficient, Silent Spell, Skill Focus, Spell Focus, Spell Mastery, Spell Penetration, Spring Attack, Stealthy, Still Spell, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization*, Widen Spell

*The red mage may treat her red mage levels as fighter levels when selecting Weapon Specialization as a bonus feat granted by Special Ability.

Uncanny Dodge(ex): From the 3rd level onwards, the red mage can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a red mage already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Convert(su): From the 6th level onwards, a red mage can convert her life energy to magical energy and vice versa. As a swift action, the red mage may lose HP(this loss of HP cannot be reduced or prevented by any means) to gain an additional spell for the 8 hours in any slot. The cost for a spell at the 0 level is 2 HP. The HP cost for a spell of the 1st-3rd level is 2+double the spell level. The HP cost for a spell of the 4th-6th level is 4+triple the spell level. The red mage may not convert HP to get spells of the 7th level or higher.

The red mage may also give up casting a spell that day to gain HP. By giving up a 0 level spell casting, the red mage is healed for 2 HP. When giving up a spell of the 1st-3rd level, the red mage is healed for 2+Xd6 HP, where X is the spell's spell level. When giving up a spell of the 4th-6th level, the red mage is healed for 4+Xd8 HP, where X is the spell's spell level.

The red mage may convert twice a day, and gains two additional conversions per day at the 12th and 18th levels.

Sage's Recall: At the 8th level, the red mage may prepare a spell she does not know how to cast in advance. As long as the red mage has been exposed to the spell via some method; such as having seen it cast, having it cast on her, having known it and forgotten it in order to learn a new spell, seeing it written in a spellbook, or learning it from a god; the red mage may prepare a single spell each day even if she does not know the spell. This spell still counts towards the number of spells per day of that level the red mage can cast. The red mage requires a good night's sleep and one hour of recalling the process of casting the spell in order to prepare the spell. She chooses which spell to prepare in this time. The spell must be from the red mage spell list and must be of a spell level the red mage can cast. At the 16th level, she may prepare two spells in this manner. The normal red mage caster level penalties apply to these spells.

Empowered Spellblade: The red mage's spellblade ability improves at the 8th level. She is able to grant an additional benefit to the weapon enchanted with the spellblade power as follows. The additional effect granted by Empowered Spellblade stacks with any other magic effects the weapon has.

Conjuration(Healing): The weapon is considered a holy weapon. It no longer suffers a damage penalty while attacking living creatures, unless they are of the good alignment.

Evocation[Fire]: The weapon is considered a weapon of flaming burst.

Evocation[Cold]: The weapon is considered a weapon of icy burst.

Evocation[Electricity]: The weapon is considered a weapon of shocking burst.

Evocation[Air]: The weapon is considered a thundering weapon

Necromancy: The weapon is considered an unholy weapon.

Greater Sage's Recall: From the 20th level onwards, the red mage can now cast a spell each day that is beyond the abilities of an ordinary red mage. When choosing her prepared spells for Sage's Recall, the red mage may choose one spell that is not on the red mage spell list of any spell level. This includes 7th-9th level spells. If a red mage casts a 7th level spell, it counts as two sixth level spells for the day. An 8th level spell counts as three sixth level spells, and a 9th level spell counts as four sixth level spells.

0 Level Red Mage Spells:

Abjuration
Resistance

Conjuration
Acid Splash
Create Water
Cure Minor Wounds

Divination
Detect Poison
Detect Magic
Guidance
Read Magic

Enchantment
Daze

Evocation
Dancing Lights
Flare
Light
Ray of Frost

Illusion
Ghost Sound

Necromancy
Disrupt Undead
Inflict Minor Wounds
Touch of Fatigue

Transmutation
Mage Hand
Mending
Message
Open/Close
Purify Food and Drink
Virtue

Universal
Arcane Mask
Prestidigitation

1st Level Red Mage Spells:

Abjuration
Alarm
Endure Elements
Entropic Shield
Hide from Undead
Hold Portal
Protection from Chaos/Evil/Good/Law
Remove Fear
Sanctuary
Shield
Shield of Faith

Conjuration
Cure Light Wounds
Grease
Mage Armor
Mount
Obscuring Mist
Summon Monster I
Unseen Servant

Divination
Comprehend Languages
Deathwatch
Detect Chaos/Evil/Lawful/Good
Detect Secret Doors
Detect Undead
Identify
True Strike

Enchantment
Bane
Bless
Charm Person
Command
Hypnotism
Sleep

Evocation
Burning Hands
Divine Favor
Floating Disk
Magic Missile
Shocking Grasp

Illusion
Color Spray
Disguise Self
Magic Aura
Silent Image
Ventriloquism

Necromancy
Cause Fear
Chill Touch
Doom
Inflict Light Wounds
Ray of Enfeeblement

Transmutation
Animate Rope
Bless Water
Curse Water
Enlarge Person
Erase
Expeditious Retreat
Feather Fall
Gravity*
Jump
Magic Stone
Magic Weapon
Reduce Person

2nd Level Red Mage Spells:

Abjuration
Arcane Lock
Obscure Object
Protection from Arrows
Resist Energy
Shield Other

Conjuration
Acid Arrow
Cure Moderate Wounds
Delay Poison
Fog Cloud
Glitterdust
Remove Paralysis
Restoration, Lesser
Summon Monster II
Summon Swarm
Web

Divination
Augury
Detect Thoughts
Find Traps
Locate Object
See Invisibility
Status
Zone of Truth

Enchantment
Aid
Calm Emotions
Daze Monster
Enthrall
Hideous Laughter
Touch of Idiocy

Evocation
Continual Flame
Darkness
Flaming Sphere
Gust of Wind
Scorching Ray
Shatter
Sound Burst

Illusion
Blur
Hypnotic Person
Invisibility
Mirror Image
Misdirection
Silence

Necromancy
Blindness/Deafness
Command Undead
Death Knell
False Life
Ghoul Touch
Inflict Moderate Wounds
Scare

Transmutation
Align Weapon
Alter Self
Bear's Endurance
Bull's Strength
Cat's Grace
Darkvision
Eagle's Splendor
Fox's Cunning
Levitate
Make Whole
Owl's Wisdom
Rope Trick
Spider Climb
Whispering Wind

3rd Level Red Mage Spells:

Abjuration
Dispel Magic
Explosive Runes
Magic Circle against Chaos/Evil/Lawful/Good
Nondetection
Protection from Energy

Conjuration
Create Food and Water
Cure Serious Wounds
Phantom Seed
Sleet Storm
Stinking Cloud
Summon Monster III

Divination
Arcane Sight
Clairaudience/Clairvoyance
Tongues

Enchantment
Deep Slumber
Heroism
Hold Person
Rage
Suggestion

Evocation
Daylight
Fireball
Helping Hand
Invisibility Purge
Lightning Bolt
Prayer
Wind Wall

Illusion
Displacement
Illusionary Script
Invisibility Sphere
Major Image

Necromancy
Gentle Repose
Halt Undead
Inflict Serious Wounds
Ray of Exhaustion
Speak with Dead
Vampiric Touch

Transmutation
Blink
Flame Arrow
Fly
Gaseous Form
Haste
Keen Edge
Magic Weapon, Greater
Slow
Water Breathing
Water Walk

4th Level Red Mage Spells:

Abjuration
Dimensional Anchor
Fire Trap
Freedom of Movement
Globe of Invulnerability, Lesser
Remove Curse
Stoneskin
Spell Immunity

Conjuration
Cure Critical Wounds
Dimension Door
Minor Creation
Remove Blindness/Deafness
Remove Disease
Secure Shelter
Solid Fog
Summon Monster IV

Divination
Arcane Eye
Detect Scrying
Locate Creature
Scrying

Enchantment
Charm Monster
Confusion
Crushing Despair
Geas, Lesser
Refresh*

Evocation
Fire Shield
Ice Storm
Searing Light
Wall of Fire
Wall of Ice

Illusion
Hallucinatory Terrain
Illusionary Wall
Invisibility, Greater
Phantasmal Killer
Rainbow Pattern

Necromancy
Contagion
Death Ward
Fear
Inflict Critical Wounds

Transmutation
Air Walk
Enlarge Person, Mass
Polymorph
Reduce Person, Mass
Stone Shape

5th Level Red Mage Spells:

Abjuration
Break Enchantment
Dismissal
Mage's Private Sanctum
Spell Resistance

Conjuration
Cloudkill
Insect Plague
Neutralize Poison
Restoration
Summon Monster V
Teleport
Wall of Stone

Divination
Contact Other Plane
Prying Eyes
Telepathic Bond

Enchantment
Command, Greater
Dominate Person
Feeblemind
Hold Monster
Mind Fog
Symbol of Sleep

Evocation
Cone of Cold
Flame Strike
Interposing Hand
Sending
Wall of Force

Illusion
False Vision
Mirage Arcana
Persistent Image
Seeming

Necromancy
Magic Jar
Poison
Symbol of Pain
Waves of Fatigue

Transmutation
Baleful Polymorph
Disrupting Weapon
Fabricate
Overland Flight
Passwall

6th Level Red Mage Spells:

Abjuration
Antilife Shell
Antimagic Field
Banishment
Dispel Magic, Greater
Globe of Invulnerability
Guards and Wards
Repulsion

Conjuration
Acid Fog
Hero's Feast
Planar Binding
Raise Dead
Summon Monster IV
Wall of Iron
Words of Recall

Divination
Analyze Dweomer
Find the Path
Legend Lore
True Seeing

Enchantment
Geas/Quest
Heroism, Greater
Refresh, Greater*
Suggestion, Mass
Symbol of Persuasion

Evocation
Blade Barrier
Chain Lightning
Contingency
Forceful Hand
Freezing Sphere

Illusion
Mislead
Permanent Image
Programmed Image
Shadow Walk
Veil

Necromancy
Circle of Death
Create Undead
Eyebite
Symbol of Fear
Undeath to Death

Transmutation
Animated Objects
Bear's Endurance, Mass
Bull's Strength, Mass
Cat's Grace, Mass
Control Water
Disintegrate
Eagle's Splendor, Mass
Flesh to Stone
Fox's Cunning, Mass
Mage's Lucubration
Move Earth
Owl's Wisdom, Mass
Stone to Flesh
Transformation
Wind Walk

*New red mage spells, described below:

Gravity
Transmutation
Level: Rdm 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/2 levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

A creature afflicted by gravity moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple slow effects don’t stack.

Refresh
Enchantment (Compulsion) [Mind-Affecting]
Level: Rdm 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

One spell of each spell level the touched creature can cast does not count towards the number of spells of that spell level per day the creature can cast, as long as the spells are cast within the duration of Refresh. A creature may only be Refreshed once per day, further attempts automatically fail. This spell does not affect the casting of spells of the 7th level or higher.

Refresh, Greater
Enchantment (Compulsion) [Mind-Affecting]
Level: Rdm 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The spell functions like Refresh, but the creature may cast up to three spells of each spell level it can cast.

Multi-Classing: A red mage may multiclass as normal, but see the Skill Restriction above for a multiclass character taking a level of red mage.

My Comments: Wow, that was a lot to type. This is based on the red mage from the Final Fantasy series, in particular, FFXI. He's supposed to dabble in a little bit of everything, but she can never become as strong in a particular area as a specialist. The red mage can attempt to specialize as well, but even then she shouldn't be as strong as a pure class that fulfills that role. However, the red mage will retain her versatility even while specializing, and in a pinch can fill another role. Naturally, my main fear is overpoweredness, as creating a class that is versatile and still powerful enough to accomplish something seems rather easy to make overpowered. And my own relative inexperience with DnD mechanics hinders me somewhat in that area. For Spellblade, I wanted something a bit different than the Spellsword's Channel spell ability, but I'm not sure how that worked out...your opinions on that would especially be appreciated, as to whether or not I should just replace it with that. And I really wanted her HD to be d8, but that would probably be too strong. So...comments and suggestions more than welcome. Yeah, I know this has certainly been attempted before, but I was bored and had an idea so I ran with it.

Raistlin1040
2007-07-24, 07:44 PM
Looks very good. I've always considered the Bard a Red Mage of sorts, but this looks nice. The only thing I'd consider off is the Spellblade ability that makes weapons considered light. That could be abused with TWF. Dual weilding Greatswords anyone?

Quick question, would Spellblade work on both parts of a Double weapon, and could you use different abilities on different ends?

Nu
2007-07-24, 08:03 PM
Looks very good. I've always considered the Bard a Red Mage of sorts, but this looks nice. The only thing I'd consider off is the Spellblade ability that makes weapons considered light. That could be abused with TWF. Dual weilding Greatswords anyone?

Quick question, would Spellblade work on both parts of a Double weapon, and could you use different abilities on different ends?

I guess I didn't consider that since the Red Mage isn't proficient in those, but...yeah. I need to change that, and I think I know how.

As for the double weapon, it'll apply to both ends of the weapon.

Yeah, the bard is similar to the red mage, but FFXI had both red mages and bards, and though they largely filled the same role, they were different. So I thought the red mage should be a bit different too :smallsmile:

Raistlin1040
2007-07-25, 02:46 PM
Yeah, well I'd take Martial Weapon Prof to dual weild greatswords. Looks good. Not really over or under powered. Nice Job!

blue_fenix
2007-07-25, 03:45 PM
I like it a lot. Does a much better job than the bard at being a jack-of-all-trades while still being significantly weaker in each area compared to a specialist. Definetly a great 5th character type for people who want to play a gish of sorts without going duskblade or bothering with a whole bunch of multi-classing. The thing that stops this from being overpowered is the same thing that limits gestalt fighter/sorcerror builds: you still can only take one turn per round of combat. Too bad you can't give them a d7 hit die, 'cause then it'd be perfect.

Thexare Blademoon
2007-07-25, 04:14 PM
Too bad you can't give them a d7 hit die, 'cause then it'd be perfect.

It'd be a bit needlessly awkward, but 2d4-1 comes sorta close...

Arbitrarity
2007-07-25, 04:36 PM
No, needlessly awkward is roll a D8, reroll if it's an 8.

Deepblue706
2007-07-25, 05:14 PM
Looks pretty good, Nu. Gives the opportunity to play a "jack-of-all-trades" that isn't lame (I absolutely hate the Bard).

Cyrano
2007-07-25, 05:19 PM
Cool. VERY cool. Powerful in close combat (pretty decent BAB) yet fragile (hit die of a mage, not a fighter, and unless you go all Divine, the lack of armor hurts too.) Neat way to give a level 20 mage level 9 spells without overpowering him. Cool spell selection. Mayhaps you could make Spellsword effects for Divine spells too, unless the entire point was that unarmored Red Mages are more close combat viable... which is also pretty cool.
Anyway, nice! Good work.

Raistlin1040
2007-07-25, 05:20 PM
Looks pretty good, Nu. Gives the opportunity to play a "jack-of-all-trades" that isn't lame (I absolutely hate the Bard).

You make baby Elan cry.

Cyrano
2007-07-25, 05:22 PM
Hell, that makes ADULT Elan cry.

Nu
2007-07-25, 05:57 PM
Cool. VERY cool. Powerful in close combat (pretty decent BAB) yet fragile (hit die of a mage, not a fighter, and unless you go all Divine, the lack of armor hurts too.) Neat way to give a level 20 mage level 9 spells without overpowering him. Cool spell selection. Mayhaps you could make Spellsword effects for Divine spells too, unless the entire point was that unarmored Red Mages are more close combat viable... which is also pretty cool.
Anyway, nice! Good work.

Well, he does have the bard-armor thing, so he can wear light armor in melee and not suffer arcane spell failure. I was aiming for him to have melee-rogue level survival. The main reason I didn't give divine spells the ability to spellblade(aside from Conjuration[Healing]) was because I was going for sort of an 'elemental' thing to mirror the En-spells from FFXI(as well as the Mystic Knight from FFV), but yes, red mages who try and wear medium or heavy armor will suffer!

ArlEammon
2007-07-25, 06:05 PM
You could make it more balanced by having Red Mage only being able to cast 9th level magic at level 20..

JackMage666
2007-07-25, 06:05 PM
I dunno... Looks a bit powerful.
Some things I noticed...
Doublecast by itself allows you to cast a 6th level spell and a 9th level spell at the same time (at 20th level, but still...) Also, you can doublecast both your 5th level spells at 10th level - Meaning you can burn your highest level spell slots as soon as you get them. Oh, yeah... In Mithral Full Plate, if you take the right feat.
You can burn 0 level spells for the damage bonus at higher levels without fear, since 0 level spells are kinda useless anyway...
The Caster Level special ability can be taken over and over, increasing caster level far above a Wizard of equal level.
"Steady hand and quick mind" is really powerful, considering it's augmenting your already potent saves.

I dunno, seems like there's alot of explotation available here, is all I'm saying.

Nu
2007-07-25, 07:45 PM
I dunno... Looks a bit powerful.
Some things I noticed...
Doublecast by itself allows you to cast a 6th level spell and a 9th level spell at the same time (at 20th level, but still...) Also, you can doublecast both your 5th level spells at 10th level - Meaning you can burn your highest level spell slots as soon as you get them. Oh, yeah... In Mithral Full Plate, if you take the right feat.
You can burn 0 level spells for the damage bonus at higher levels without fear, since 0 level spells are kinda useless anyway...
The Caster Level special ability can be taken over and over, increasing caster level far above a Wizard of equal level.
"Steady hand and quick mind" is really powerful, considering it's augmenting your already potent saves.

I dunno, seems like there's alot of explotation available here, is all I'm saying.

Whoa whoa, wait a minute. The red mage gets no spells above the 6th level without multiclassing. If you guys notice the red mage spell list and the tables, the red mage's spell progression ends at 6th level spells. He COULD doublecast 9th level spells, but he'd have to get them in another class(get 17 levels of wizard or 18 levels of sorcerer), and then get at least 9 levels of red mage to even doublecast a 9th level spell along with a cantrip, so he'd be epic level before he could use 9th level spells with doublecast. The exception to this is, of course, Greater Sage's Recall, at the 20th level, in which case the red mage would be able to cast a single 9th level spell along with another spell if it had a high charisma score(as doing so would eat up at least four 6th level spells in a single round, five if cast alongside another 6th level spell).

The limits on doublecasting really aren't meant to affect the red mage, they're to prevent a wizard from getting 9th level spells and taking two levels of red mage and instantly being able to doublecast 9th level spells. It is POSSIBLE for a multiclass red mage/wizard to be able to doublecast 9th level spells, but he'd be well into epic levels by then.

It is true that you can burn 0 level spells for damage bonuses without fear at higher levels, but it still eats a swift action and only lasts a single round, and the benefits from it don't scale as well at higher levels(Spellblade progression is noticeably slower than, say, Sneak Attack progression).

And, well, I didn't mean for the caster level +1 special ability to be able to be taken multiple times. I assumed that unless something SAID you could take it multiple times, you couldn't, but I guess I'd better add in that the red mage can only take it once.

JackMage666
2007-07-25, 07:53 PM
Sage's Recall(su): At the 8th level, the red mage may prepare a spell she does not know how to cast in advance. As long as the red mage has been exposed to the spell via some method; such as having seen it cast, having it cast on her, having known it and forgotten it in order to learn a new spell, seeing it written in a spellbook, or learning it from a god; the red mage may prepare a single spell each day even if she does not know the spell. This spell still counts towards the number of spells per day of that level the red mage can cast. The red mage requires a good night's sleep and one hour of recalling the process of casting the spell in order to prepare the spell. She chooses which spell to prepare in this time. The spell must be from the red mage spell list and must be of a spell level the red mage can cast. At the 16th level, she may prepare two spells in this manner. The normal red mage caster level penalties apply to these spells.

Greater Sage's Recall(su): From the 20th level onwards, the red mage can now cast a spell each day that is beyond the abilities of an ordinary red mage. When choosing her prepared spells for Sage's Recall, the red mage may choose one spell that is not on the red mage spell list of any spell level. This includes 7th-9th level spells. If a red mage casts a 7th level spell, it counts as two sixth level spells for the day. An 8th level spell counts as three sixth level spells, and a 9th level spell counts as four sixth level spells.
These abilities certainly make it seem like you can prepare a 9th level spell at 20th level, and, thus, doublecast it with a 6th level spell. I suppose I could be wrong, but that's certainly how I read it.

Nu
2007-07-25, 07:59 PM
These abilities certainly make it seem like you can prepare a 9th level spell at 20th level, and, thus, doublecast it with a 6th level spell. I suppose I could be wrong, but that's certainly how I read it.

Sage's Recall only allows spells from the red mage spell list--and there are no spells above the 6th level on there.


Sage's Recall(su): At the 8th level, the red mage may prepare a spell she does not know how to cast in advance. As long as the red mage has been exposed to the spell via some method; such as having seen it cast, having it cast on her, having known it and forgotten it in order to learn a new spell, seeing it written in a spellbook, or learning it from a god; the red mage may prepare a single spell each day even if she does not know the spell. This spell still counts towards the number of spells per day of that level the red mage can cast. The red mage requires a good night's sleep and one hour of recalling the process of casting the spell in order to prepare the spell. She chooses which spell to prepare in this time. The spell must be from the red mage spell list and must be of a spell level the red mage can cast. At the 16th level, she may prepare two spells in this manner. The normal red mage caster level penalties apply to these spells.

With Greater Sage's Recall, yes, you could prepare ONE ninth level spell and doublecast it alongside another spell. Casting a 9th level spell, however, costs the red mage four sixth level spell slots, and he can only do so once a day...at the 20th level.


Greater Sage's Recall(su): From the 20th level onwards, the red mage can now cast a spell each day that is beyond the abilities of an ordinary red mage. When choosing her prepared spells for Sage's Recall, the red mage may choose one spell that is not on the red mage spell list of any spell level. This includes 7th-9th level spells. If a red mage casts a 7th level spell, it counts as two sixth level spells for the day. An 8th level spell counts as three sixth level spells, and a 9th level spell counts as four sixth level spells.

JackMage666
2007-07-25, 08:06 PM
Also, this can be ANY 9th level spell, and ANY 6th level spell... That seems problematic...

A simple fix to this is to limit doublecast spells so teir total spell level is 1/2 Red Mage level. It doesn't make all that much sense they they get the ability to double cast 6th level spells (their most powerful) by the first level they have them. This'll mean that he can't double up his most powerful spells, but can do, say, a 6th and 4th level spell, or 2 5th level spells.

Launching 2 Disintegrates in one round at 12th level doesn't seem all that balanced anyway.

Nu
2007-07-25, 08:18 PM
Also, this can be ANY 9th level spell, and ANY 6th level spell... That seems problematic...

A simple fix to this is to limit doublecast spells so teir total spell level is 1/2 Red Mage level. It doesn't make all that much sense they they get the ability to double cast 6th level spells (their most powerful) by the first level they have them. This'll mean that he can't double up his most powerful spells, but can do, say, a 6th and 4th level spell, or 2 5th level spells.

Launching 2 Disintegrates in one round at 12th level doesn't seem all that balanced anyway.

If I may propose an alternative, I was thinking that a red mage's spell progression should probably be slower than a pure caster's anyway, rather than just capping off early.

Perhaps the red mage gets a new spell level every 3 levels instead of every 2 levels? That'd put a damper on the red mage's ability to go around casting a bunch of powerful spells at low levels. Doublecast has limited usages per day as well, and those limits are especially low at lower levels. The red mage can be pretty powerful in short bursts, but if he unloads very quickly he'll be out of gas pretty quick, especially since he gets fewer spells per day than most casters.

And I really don't see being able to doublecast a 9th level spell alongside a 6th level spell as all that overpowering at the 20th level anyway. At that level a wizard or sorceror could cast five or six consecutive 9th level spells over the course of five or six rounds or metamagic'd lower level spells to the 9th level, so it seems like it evens out to me.

Edit: Okay, I've slowed the red mage spell progression. He now gains spells at a much slower pace, and doesn't get 6th level spells until the 17th level. That seems fair to me.

Capt .12 Gauge
2007-07-26, 01:09 PM
A) Why bards no get teh love, Bards are already very jack of all tradesy, they fight, they can skill monkey, they cast arcane spells and they can drop teh heals, plus bardic music is cool.
B) There is a class like this published in the Dragon compendium called the savant and it is a fairly amusing class that already captures the flavor of what you seem to be trying to do here. That being said they never get 9th level spells but that is fine, they do get some other cool stuff.

TheEscapist
2007-07-26, 02:26 PM
I've always toyed with the idea of making a Red Mage class, and this one comes pretty close to what I would've envisioned. I especially like the skill swap special ability, it reminds me a lot of 8-Bit Theater. :smallbiggrin: I also like Sage's Recall.

I think there are a few abilities that make it a little too powerful, and I offer the following suggested adjustments (mind you, this is just my opinion):

1) Doublecast should be a full round action to cast two spells whose casting times are both one standard action or less. This way it provides a bonus (it's usually impossible to cast two spells in the same round without quicken spell, which has a ridiculously steep level adjustment), but doesn't shave off the casting time of either spell (such as allowing two full-round spells to be cast in the same round). It also might not be a good idea to make it usable with spells that require concentration, cause that strikes me as being kind of odd.

2) Uncanny dodge seems like an extra ability you just kinda threw in there. If you absolutely have to have it, why not make it one of the Special Abilities with uncanny dodge (of course, it would be a prerequisite to uncanny dodge).

3) The list of bonus feats should not be nearly as extensive. My personal suggestion would include just skill-based feats, magic-based feats, crafting feats, plus weapon focus. I don't think it should have special combat maneuvers. And it definitely should not include Weapon Specialization, that's a sacred fighter-only feat.

Remember, he's a red mage - a mage who dabbles in combat and swashbucklery, not a fighter who picked up magic as a hobby. In D&D, magic is not something people just fool around with in their spare time, it's assumed that the majority of any mage's time is spent studying magic.

Nu
2007-07-26, 03:44 PM
Well, I agree with you on the Doublecast thing. Of all the red mage abilities I was thinking of possibly being overpowered, Doublecast and Spellblade were the top two. On Uncanny Dodge though, I'm trying to present the image of the red mage being somewhat agile in melee combat, though not quite so much as the rogue. That's why the red mage gains uncanny dodge naturally, but has to use a special ability to gain Improved Uncanny Dodge and Evasion(and cannot get Improved Evasion, at least not from red mage levels). I also mirrored the sorcerer in this way by giving the red mage the same ability to forget a spell and learn a new one in its place, but the red mage can only do so every 3 levels while the sorcerer can do so every 2. That's similar to the reason I gave the red mage the option weapon specialization--he does go dabbling a bit in the fighter side of things, but it's not like the red mage can get Greater Weapon Focus/Specialization or any of the more advanced feats from the Complete Warrior, so he's really only BARELY scraping the edge of the Fighter's turf, which was really what I was going for. At any rate, he can ONLY select weapon specialization for a special ability feat, so he's giving up other, very attractive options in exchange anyway. The list of bonus feats is pretty extensive, but hell, the rogue can select ANY bonus feat for her special ability. So I don't think that's a big problem, especially since it seems to me the bonus feat will always be a secondary or tertiary choice anyway, as there are some pretty good abilities that can be chosen over the bonus feat.

And yes, the Skill Swap ability is a sort-of homage to the red mage from 8-Bit Theater :smallbiggrin:

Nu
2007-08-05, 02:17 AM
I've altered a few aspects of the class additionally to give the class more options and increase its overall effectiveness while attempting to maintain balance. Notably, I've changed Doublecast to give the red mage a few different options on how she wants to use the ability. I've also added two new special abilities and dropped the old "Steady Hand and Quick Mind." I think I am pretty happy with how it looks now, but further commentary is always welcome!

Kurald Galain
2007-08-06, 06:49 AM
Just a few tweaks.

The special abilities related to spells should be reworded to only work on Red Mage spells, not on whatever other spells he learns through multiclassing or presclassing.

I fail to see the point of the reduced skill cap, and it's rather counterintuitive.

Convert needs to specify what kind of action it is (presumably standard).

The refresh spells are overpowered. Spells per day limits are there for a reason.

The skill swap ability is underpowered, especially given the PHB2 retraining rules. Doing it on the fly is more fun, but arguably overpowered. Perhaps some spell or ability should give +4 competence to any chosen skill 3 times per day, or somethign.

Spending doublecast to enchant two weapons simultaneously feels clunky and really doesn't seem to fit flavorwise with what doublecast does.

Is there a pattern to the spell list?

Nu
2007-08-06, 07:46 PM
Just a few tweaks.

The special abilities related to spells should be reworded to only work on Red Mage spells, not on whatever other spells he learns through multiclassing or presclassing.

I fail to see the point of the reduced skill cap, and it's rather counterintuitive.

Convert needs to specify what kind of action it is (presumably standard).

The refresh spells are overpowered. Spells per day limits are there for a reason.

The skill swap ability is underpowered, especially given the PHB2 retraining rules. Doing it on the fly is more fun, but arguably overpowered. Perhaps some spell or ability should give +4 competence to any chosen skill 3 times per day, or somethign.

Spending doublecast to enchant two weapons simultaneously feels clunky and really doesn't seem to fit flavorwise with what doublecast does.

Is there a pattern to the spell list?

I don't really see the special abilities dealing with spells working with all classes as being overpowered--as they are limited in use. Doublecast is extremely limited and to be able to doublecast high-level spells gained from a class other than red mage, one would have to be well into epic levels. As for Spellblade or Spell Affinity...I don't see the point.

The reduced skill cap serves two purposes: one, it balances against the fact that the red mage has ALL skills as class skills. Two, it's meant to make them feel slightly weaker than a 'true' skillmonkey class like bard or rogue.

Convert does specify that it is a swift action, though that may need altering.

Refresh is powerful, but limited in that a target can only be refreshed once a day and it doesn't refresh spells of above the 6th level. And given its limited duration, it is really meant to be an emergency spell cast in the case of a caster running out of spells in the midst of a heated battle.

Skill swap probably is a bit underpowered and needs adjusting--I'll think on that.

Doublecasting to enchant two weapons at once doesn't seem all that out of flavor for me, since using Spellblade is essentially casting a spell but altering its energies.

The spell list is meant to focus more heavily on buffs and debuffs, while avoiding the most powerful Evocation, Necromancy, Illusion, and Conjuration spells.

Hope that helps a bit.

Logic
2007-08-06, 09:24 PM
Necromancy: The weapon deals vile damage.


The only thing I don't like about the class. Vile damage in my games is limited to evil NPCs only, or the entire group if they are all evil.

Otherwise very good. I had thought about doing a redmage myself, but I don't think I would have done it as well as this. Good job.

Kurald Galain
2007-08-07, 03:00 AM
I don't really see the special abilities dealing with spells working with all classes as being overpowered--as they are limited in use.

What would stop a Wiz 18 / Red mage 2 from casting two spells every round?

Nu
2007-08-07, 03:35 AM
What would stop a Wiz 18 / Red mage 2 from casting two spells every round?

First: Doublecast is limited use per day, as you'll notice on the chart. A red mage 2 can only doublecast once per day, so no 'every round.'

Second:


When doublecasting, the combined spell level of the two spells cast may not exceed the character's red mage level. For example, for a character to use doublecast to cast a 3rd spell and a 2nd spell, she must have at least five red mage levels.

A wizard 18 could still only doublecast spells of the 0lvl-1st level, as that's all a red mage 2 can doublecast.

I balanced it very intentionally to prevent situations like that. It IS possible for a high level wizard to take red mage levels and doublecast level 9 spells, but they'd need to be in the high 30's as far as character levels go.

Behold_the_Void
2007-08-07, 03:47 AM
What would stop a Wiz 18 / Red mage 2 from casting two spells every round?

Doublecast 1/day?

Oh and on that note, 20th level drops Doublecast from 6/day to 5/day. I assume it should be 7/day, correct?

Nu
2007-08-07, 04:00 AM
Doublecast 1/day?

Oh and on that note, 20th level drops Doublecast from 6/day to 5/day. I assume it should be 7/day, correct?

I think you're looking at Convert 6/day. Doublecast progression tops out at 5/day at 20, and it's 4/day at 15.

Behold_the_Void
2007-08-07, 04:52 AM
I think you're looking at Convert 6/day. Doublecast progression tops out at 5/day at 20, and it's 4/day at 15.

So I am.

Well done, I must say.

StickMan
2007-08-07, 08:00 AM
I think the class is great, but I think it needs more spells per day. I mean all your class abilities burn up spells but you don't really have all that many. Your caping out at 6th level which means you don't have the extra spell slots of 7th 8th and 9th level to cast or burn up. I think you could have up to 10 first level spells, 9 second level, 8 third level, 7 forth level, 6 fifth level and 5 sixth level at level 20 if not more.

Nu
2007-08-07, 04:56 PM
I think the class is great, but I think it needs more spells per day. I mean all your class abilities burn up spells but you don't really have all that many. Your caping out at 6th level which means you don't have the extra spell slots of 7th 8th and 9th level to cast or burn up. I think you could have up to 10 first level spells, 9 second level, 8 third level, 7 forth level, 6 fifth level and 5 sixth level at level 20 if not more.

Convert and Refresh offer the red mage additional spells per day. Red Mage still gets more spells per day than the wizard...and while I may need more 0lvl or low level spell slots, I think if anything I need to up the numbers of spells known by the red mage, to fit with the theme of versatility.

Edit: I've changed the skill swap ability and allowed the red mage to know more spells per level. For now, I'm leaving Convert as a swift action, as the swift action is still a valuable slot.