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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.
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.