Red Mage

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Contents

Red Mage

"insert quote here" - some red mage.

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Class Features of the Red Mage

Hit Die

d6

Skill Points

6 + Intelligence modifier each level (x4 at 1st level)

Class Skills

Appraise, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Jump, Knowledge, Listen, Perform, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Tumble, Use Magic Device, Use Rope

Red Mage Class Progression
LevelBase
Attack
Fort
Save
Ref
Save
Will
Save
Inspiration
Points
SpecialSpell Slots per Day
0th1st2nd3rd4th5th6th
1st+0+0+2+21Armored Mage, Familiar, Inspired Will31
2nd+1+0+3+32Tutored Knowledge (1st)42
3rd+2+1+3+32Amplified Will53
4th+3+1+4+43641
5th+3+1+4+43Tutored Knowledge (2nd)652
6th+4+2+5+54Blazing Will663
7th+5+2+5+546641
8th+6+2+6+65Tutored Knowledge (3rd)6652
9th+6+3+6+65Duality Casting6663
10th+7+3+7+7666641
11th+8+3+7+76Tutored Knowledge (4th)66652
12th+9+4+8+87Encompassing Will66663
13th+9+4+8+87666641
14th+10+4+9+98Tutored Knowledge (5th)666652
15th+11+5+9+98Overwhelming Will666663
16th+12+5+10+1096666641
17th+12+5+10+109Tutored Knowledge (6th)6666652
18th+13+6+11+1110Doublecast6666663
19th+14+6+11+11106666665
20th+15+6+12+1211Unbound Knowledge6666666


Weapon and Armor Proficiency

A red mage is proficient with all light armors and simple weapons, as well as the rapier, hand crossbow, and whip.

Inspiration (Ex)

The red mage is a dabbler of magic, making use of any arcane and divine tricks he comes across. To represent this seemingly random assortment of knowledge, a red mage gains a number of inspiration points that he can spend to activate his abilities, as shown on the class progression table. These inspiration points refresh at the beginning of each encounter.

Spells

Red mages cast arcane spells which are drawn from the red mage spell list given below. A red mage is a spontaneous caster, allowing him to cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. Like a sorcerer, he does not have to prepare spells ahead of time.

To learn or cast a spell, a red mage must have an Intelligence 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 Intelligence modifier. Like other spellcasters, a red mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the class progression table. In addition, he receives bonus spells per day if he has a high Intelligence score.

A red mage’s selection of spells is limited. A 1st level red mage starts play knowing two 0th-level spells and two 1st-level spells of his choice from the red mage spell list. He also knows an additional 0th-level spell for each point of Intelligence bonus. Every time he levels up, he chooses two new red mage spells of any level he can cast and gains them as spells known.

Finally, each time a red mage levels up, he can choose a single red mage spell he knows and swap it with any other red mage spell of his choice, as long as the new spell is of the same spell level as the original spell.

Armored Mage (Ex)

Unlike other casters, red mages do not suffer arcane spell failure while wearing light armor. He still suffers normal arcane spell failure chances while wearing medium or heavy armor or carrying a shield.

Familiar (Ex)

Beginning at 1st level, a red mage can obtain a familiar via a ritual that takes 24 hours and requires 100 gp worth of material components. This ability is identical to the sorcerer's Familiar class feature.

Inspired Will (Ex)

Whenever a red mage casts an arcane spell, he may spend an inspiration point to cast that spell without any verbal or somatic components, even if it normally requires them. In addition, casting a spell this way does not provoke attacks of opportunity from enemies that threaten him, even if he's not casting defensively.

Tutored Knowledge (Ex)

At 2nd level, a red mage chooses a single sorcerer/wizard spell of 1st level and a single cleric spell of 1st level and adds those spells to a special Tutored Knowledge spell list.

At any time, the red mage may spend a free action and an inspiration point to treat any one spell on his Tutored Knowledge spell list as if it were a red mage spell in his spells known. This lasts for the remainder of the turn, and allows him to cast the chosen spell as a red mage spell or use it from a spell trigger/completion item.

A red mage's Tutored Knowledge spell list expands as he levels up. At 5th level, he chooses a sorcerer/wizard spell of 2nd level and a cleric spell of 2nd level and adds those to the list as well. He does the same for 3rd level spells at level 8, 4th level spells at level 11, 5th level spells at level 14, and 6th level spells at level 17, as shown on the class progression table.

Additionally, each time a red mage levels up, he may switch a single spell on his Tutored Knowledge spell list for a different spell of the same class and spell level.

Amplified Will (Ex)

Whenever a red mage of 3rd level or higher casts a spell with a range of touch, he may spend an inspiration point to change that spell into a ray with a range of 60 ft instead. He must succeed on a ranged touch attack to hit an unwilling subject with the spell this way, though willing targets may choose to allow the ray to hit automatically.

Alternatively, whenever the red mage cast a spell with a range of close, medium, or long, he may spend an inspiration point to double the range of that spell, applying the Enlarge Spell metamagic feat to the spell without increasing its spell level or casting time.

Blazing Will (Ex)

Whenever a red mage of 6th level or higher casts a spell, he may spend two inspiration points to increase that spell's save DC by +3.

Alternatively, if the spell deals hit point damage or restores hit points, he may spend two inspiration points to empower that spell as the Empower Spell feat without increasing effective spell level or casting time. A spell that is already empowered cannot be further empowered this way.

Duality Casting (Ex)

A 9th level red mage can embrace the duality of his magic, allowing him to channel a healing spell and a harmful spell at the same time. As a full-round action, he can spend two inspiration points to cast two spells in the same round, as long as those spells satisfy certain qualities. Both spells must have a duration of instantaneous and a casting time of 1 standard action or less. One of those spells must deal hit point damage, while the other one must restore hit point damage. Red mages typically use this ability to rain devastating evocations on their enemies even as they bestow healing magic to their allies.

Encompassing Will (Ex)

At 12th level, a red mage learns to encompass multiple enemies with a single spell. Whenever he casts a spell with a range greater than touch that targets a single enemy, he may spend two inspiration points to add a second target to the spell. The second target must remain within the range of the spell, and be within 30 ft of the first. Both targets act as if affected by the spell normally, and each makes its own saving throws. However, this comes at a cost: spreading a spell to multiple targets dilutes its power, reducing the save DC of the spell for both targets by -2.

Alternatively, the red mage may spend three inspiration points to add two new targets to the spell instead of just one. All three targets must be in range and within 30 ft of each other, and all three act as if affected by the spell normally. However, the spell becomes further diluted, reducing the save DC for all three targets by -4.

Overwhelming Will (Ex)

By 15th level, resistances are no barriers to a red mage. Whenever a red mage of 15th level or higher casts a spell, he may spend 3 inspiration points to allow that spell to ignore all spell resistance. In addition, if the spell has an energy descriptor or deals energy damage, that spell also ignores energy resistances and immunities. (The energy types are acid, cold, electricity, fire, and sonic.)

Doublecast (Ex)

At 18th level, a red mage has learned to apply his specialized knowledge to spells of all types and forms. As a full-round action, he may spend 3 inspiration points to cast two spells in the same round. Both spells must have a casting time of 1 standard action or less, but there are no other restrictions on which two spells he may select.

Unbound Knowledge (Ex)

A red mage of 20th level has traveled wide and far, gaining a wide repertoire of magical knowledge that he may call upon with a bit of meditation. At the beginning of each day, that red mage can meditate for 1 hour in order to reshape the contents of his Tutored Knowledge spell list as he likes, allowing him to change each spell on that list to any other spell of the same spell level and spell list. (So he can change a sor/wiz spell of 3rd level to any other sor/wiz spell of 3rd level, but not to a cleric spell or a 4th level sor/wiz spell.)


Red Mage Spells

0th Level Spells

  • AmanuensisSpC
  • Arcane Mark
  • Cure Minor Wounds
  • Dancing Lights
  • Detect Magic
  • Launch ItemSpC
  • Light
  • Prestidigitation
  • Mage Hand
  • Read Magic
  • Repair Minor DamageSpC
  • Resistance


1st Level Spells

  • Alarm
  • Benign TranspositionSpC
  • Blades of FireSpC
  • Bless
  • Burning Hands
  • CheatSpC
  • Color Spray
  • Critical StrikeSpC
  • Cure Light Wounds
  • Disguise Self
  • Endure Elements
  • Familiar PocketSpC
  • Feather Fall
  • Ice DaggerSpC
  • Identify
  • Instant SearchSpC
  • Mage Hand, GreaterSpC
  • Magic Missile
  • Magic Weapon
  • Obscuring Mist
  • Ray of FlameSpC
  • Repair Light DamageSpC
  • ResurgenceSpC
  • Shield
  • Shocking Grasp
  • Sleep
  • Sonic BlastSpC
  • Targeting RaySpC
  • True Strike
  • Unseen Servant


2nd Level Spells

  • Acid Arrow
  • Aid
  • Augment FamiliarSpC
  • Bear's Endurance
  • BladeweaveSpC
  • Blur
  • Bull's Strength
  • Calm Emotions
  • Cat's Grace
  • CombustSpC
  • Cure Moderate Wounds
  • Delay Poison
  • Eagle's Splendor
  • Electric LoopSpC
  • Entice GiftSpC
  • Find Traps
  • FireburstSpC
  • Glitterdust
  • HeroicsSpC
  • Heroism
  • Hold Person
  • Ice KnifeSpC
  • Invisibility
  • Knock
  • Mirror Image
  • Ray of IceSpC
  • Remove Paralysis
  • Resist Energy
  • Restoration, Lesser
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Silence
  • Status
  • Suggestion
  • Whirling BladeSpC


3rd Level Spells

  • Acid BreathSpC
  • BlindsightSpC
  • Chain MissileSpC
  • Charm Monster
  • Cure Serious Wounds
  • Dispel Magic
  • Enhance FamiliarSpC
  • Fireball
  • Fire Shield
  • Fly
  • Fortify FamiliarSpC
  • Good Hope
  • Great ThunderclapSpC
  • HailstonesSpC
  • Haste
  • IcelanceSpC
  • Lightning Bolt
  • Magic Weapon, Greater
  • ManyjawsSpC
  • Neutralize Poison
  • Poison
  • Remove Blindness/Deafness
  • Remove Curse
  • Remove Disease
  • Resonating BoltSpC
  • Slow
  • ThunderlanceSpC


4th Level Spells

  • Assay Spell ResistanceSpC
  • Blast of FlameSpC
  • Blindsight, GreaterSpC
  • Confusion
  • Cure Critical Wounds
  • Death Ward
  • Flame Strike
  • Force MissilesSpC
  • Freedom of Movement
  • Ice Storm
  • Invisibility, Greater
  • Life WardSpC
  • Ray DeflectionSpC
  • Remove Curse
  • Repair Critical DamageSpC
  • Resistance, GreaterSpC
  • Resist Energy, MassSpC
  • Restoration
  • RevivifySpC
  • Sending
  • Shout
  • Sound LanceSpC
  • Stoneskin
  • Vortex of TeethSpC
  • Wall of Fire
  • Wall of Ice
  • Zone of Silence


5th Level Spells


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6th Level Spells


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  • 'SpC
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