Red Mage (3.5e Class)
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- 1 Red Mage
- 2 Making a Red Mage
- 2.1 Abilities
- 2.2 Races
- 2.3 Alignment
- 2.4 Starting Gold
- 2.5 Starting Age
- 2.6 Table: The Red Mage
- 2.7 Class Features
- 2.7.1 Weapon and Armor Proficiency
- 2.7.2 Spells
- 2.7.3 Doublecast (Ex)
- 2.7.4 Reroll (Su)
- 2.7.5 Special Abilities
- 126.96.36.199 Advanced Learning (Ex)
- 188.8.131.52 Magic Strike (Sp)
- 184.108.40.206 Arcane Resilience (Su)
- 220.127.116.11 Channel Spell (Su)
- 18.104.22.168 Familiar
- 22.214.171.124 Improved Weapon Bond (Ex)
- 126.96.36.199 Innate Spell (Sp)
- 188.8.131.52 Quick Cast
- 184.108.40.206 Skill Mastery
- 220.127.116.11 Sudden Metamagic (Ex)
- 18.104.22.168 Weapon Bond (Ex)
- 22.214.171.124 Feat
- 2.8 Red Mage Spell List
- 2.9 Epic Red Mage
- 2.10 Human Red Mage Starting Package
- 3 Campaign Information
- 3.1 Playing a Red Mage
- 3.2 Red Mages in the World
- 3.3 Red Mage Lore
- 3.4 Red Mages in the Game
Everyone wants to do something. Some people want to heal & help others, whether by magical or nonmagical means. Some wish to become great warriors, forging their names in battle & increasing their martial prowess. Some wish to become better magicians, learning new spells or having better control over powers they already have. Others wish to to become more skillful, learning new skills & becoming better at the skills they already have. But there are a rare few who wish to do everything at once. These skilled individuals are known as Red Mages. They are Jacks of all trades, but masters of none.
Making a Red Mage
Intelligence determines how powerful a spell a red mage can cast, how many spells he can cast per day, & how hard those spells are to resist. Charisma gives bonuses to various class skills & certain special abilities. A Red Mage also benefits from a high Constitution, Dexterity, & Strength scores.
Human & half—elf Red Mages are common because humans & half—elves, like red mages, are very diverse. Elves & drow usually take up the class, though drow—elves (half elf, half drow) become Red Mages more often than the other elven subraces. Gnomes & halflings often become red mages for various reasons. Bugbears, dwarves, orcs & half—orcs rarely become red mages.
6d4×10 gp (150 gp).
|Saving Throws||Special||Spells per Day||Spells Known|
|1st||+1||+0||+2||+2||Doublecast 1/day, Special Ability, Reroll 1/day||5||4||—||—||—||—||—||4||2||—||—||—||—||—|
|10th||+7/+2||+3||+7||+7||Special Ability, Reroll 2/day||6||6||6||6||3||—||—||9||5||4||3||1||—||—|
|15th||+11/+6/+1||+5||+9||+9||Doublecast 5/day, Special Ability||6||6||6||6||6||5||2||9||5||5||4||4||2||1|
|20th||+15/+10/+5||+6||+12||+12||Special Ability, Reroll 3/day||6||6||6||6||6||6||6||9||5||5||4||4||4||4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Red Mage.
Weapon and Armor Proficiency
Red Mages are proficient with all simple weapons, plus 3 light martial weapons, 2 one—handed martial weapons, & 1 two—handed or ranged martial weapon. Red mages are proficient with light armor & shields (except tower). The red mage can cast spells while wearing light armor without failure. However, like all arcane spellcasters, they still incur the arcane spell chance failure while wearing medium and heavy armor or using a shield. A multiclass red mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
The red mage casts arcane spells which are drawn primarily from the red mage spell list (see below). Red mages have a fixed repertoire of spells that they cast spontaneously & requires an Int score of 10 + spell level. Save DC for red mage spells is 10 + spell level + Int modifier.
Once per day, the red mage can, as a full—round action, cast 2 spells or spell—like abilities in the same round. In order to do so successfully, you must succeed a Spellcraft DC of 10+2x(level of one of the spells+level of the other spell). If you succeed, the spells are successfully cast. If you fail, the spells are not cast & you use up the doublecast for the day. Doublecasting provokes attacks of opportunity. You may not take 10 or 20 on this. Skill synergy does not apply to this use of Spellcraft. You may only doublecast spells/spell-like abilities with a casting time of 1 standard action or less. At 3rd level, and every 4 levels thereafter (7th, 11th, 15th, & 19th levels), you may doublecast an additional time per day.
Once per day, the red mage may reroll one roll involving a d20, and take the better of the 2 rolls. You may do this an additional time per day at 10th & 20th levels
Every 5 levels, starting at 1st, plus at 13th & 17th levels, the Red Mage gains a special ability of her choice from among the following options:
Advanced Learning (Ex)
The red mage can add a new spell to her list. The spell chosen must be a wizard spell of the school of Evocation or Illusion, or a cleric spell of the school of Conjuration or Necromancy. The spell must not be any higher than that of her highest known spell. A red mage must have a number of ranks in Knowledge (Arcana) [if it’s a wizard spell] or Knowledge (Religion) [if it’s a cleric spell] equal to 2 x the level of the spell learnt (minimum 1 rank) in order to gain this special ability. For example, in order for a red mage to learn a 5th level cleric spell, she must have 10 ranks in Knowledge (Religion). You may select this special ability multiple times, each time you add a different spell to your spells known.
Magic Strike (Sp)
Red mage has the ability to add 1d6 of acid, cold, electric, fire, or sonic damage to his weapon. Once this ability is activated, it lasts for 1d8 turns. Every time the red mage gains an additional use of this ability, the damage increases by an additional 1d6. The energy type must be chosen at the time this ability is activated. This is a swift action that provokes attacks of opportunity. This ability temporarily overrides any energy properties on the current weapons.
Arcane Resilience (Su)
With this ability, a red mage can add her Intelligence modifier as a bonus (minimum +1) on saving throws against spells & spell—like effects. You must have a Intelligence score of 13 or higher plus a will saving throw of +4 in order to get this special ability. This special ability does not stack with the Hexblade's Arcane Resistance or the Paladin's Divine Grace.
Channel Spell (Su)
You can use a standard action to cast any touch spell that you know & deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the melee attack deals damage normally; then the spell's effect is resolved. You must have a base attack bonus of +3 or higher in order to have this special ability.
The red mage gains a familiar w/this ability. Doing so takes 24 hours & uses up materials worth 100 gp. You may only gain this once. you may gain this beggining at first level.
Improved Weapon Bond (Ex)
Select one weapon that you are proficient with. You gain Weapon Specialization with this weapon, even if you do not meet the prerequisites for it. This feat only applies if the red mage wears light or no armor. You either must have the weapon bond special ability with this weapon, or weapon focus with this weapon, plus a base attack bonus of +3.
Innate Spell (Sp)
A red mage with this ability can select 1 spell that she knows. She may now cast that spell as a spell—like ability equal to twice per day + her Int mod. The spell must not exceed her highest spell level. If the spell chosen has an xp component, or a material or focus component worth more than 10 gp, the red mage must still provide the component. You may select this ability multiple times, each time you select another spell that you know. A red mage must have a Charisma score of 14 or higher in order to get this special ability.
A red mage with this special ability may cast 1 spell each day as a swift action, so long as the spell has a casting time of 1 standard action or less. You must have an arcane spellcaster level of 3 or higher in order to gain this special ability.
Upon gaining this ability, the red mage 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.
Sudden Metamagic (Ex)
Select 1 metamagic feat that you have. You may now, once per day, apply the benefits of that feat to any spell you know without increasing the level of the spell. If you do not have any metamagic feats, you instead gain 1 sudden metamagic feat for free.
Weapon Bond (Ex)
Select one weapon that you are proficient with. You gain Weapon Focus with this weapon, even if you do not meet the prerequisites for it. This feat only applies if the red mage wears light or no armor.
A Red Mage may gain a bonus feat instead of a special ability.
Red Mage Spell List
Acid Splash, Arcane Mark, Create Water, Cure Minor Wounds, Daze, Detect Magic, Detect Poison, Electric Jolt, Ghost Sound, Guidance, Inflict Minor Wounds, Light, Prestidigitation, Ray of Frost, Read Magic, Resistance, Burning Hands, Ray of Enfeeblement.
Alarm, Arcane Bolt, Burning Hands, Charm Person, Color Spray, Comprehend Languages, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Disguise Self, Feather Fall, Identify, Inflict Light Wounds, Instant Diversion, Kelgore's Fire Bolt, Light of Lunia/Avernus, Mage Armor, Magic Missile, Magic Weapon, Mount, Orb of Acid/Cold/Electricity/Fire/Force/Sound (lesser), Protection from Chaos/Evil/Good/Law, Sleep, Shield, Shocking Grasp, True Strike
Alter Self, Blast of Force, Burning Sword, Cat’s Grace, Close Wounds, Cure Moderate Wounds, Daze Monster, Eagle’s Splendor, Electric Loop, Fox’s Cunning, Inflict Moderate Wounds, Invisibility, Levitate, Light of Mercuria/Dis, Mirror Image, Misdirection, Owl's Wisdom, Protection from Arrows, Rainbow Beam, Ray of Ice, Resist Energy, Seeking Ray, Scorching Ray
Arcane Sight, Cure Serious Wounds, Cone of Dimness, Dispel Magic,Fire Ball Haste, Heroism, Ice Knife, Inflict Serious Wounds, Illusory Script, Lightning Bolt, Light of Venya/Minauros, Mage Armor (greater), Major Image, Misdirection, Rainbow Blast, Resonating Bolt, Reverse Arrows, Suggestion, Tongues
Charm Monster, Confusion, Cure Critical Wounds, Detect Scrying, Divination, Fear, Force Missiles, Geas (Lesser), Ice Shield, Inflict Critical Wounds, Illusory Wall, Invisibility (Greater), Legend Lore, Phantom Battle, Protection from Energy, Rainbow Pattern, Orb of Acid/Cold/Electricity/Fire/Force/Sound, Scrying, Shadow Conjuration, StoneSkin, Treasure Scent
Arc of Lightning, Ball Lightning, Bestow Curse, Cure Light Wounds Mass, Dismissal, Duelward, Dream, False Vision, Friend to Foe, Greater Blast of Force, Mordenkainen’s Faithful Hound, Mage Armor (Greater, Mass), Nightmare, Permanency, Prismatic Ray, Raise Dead, Rary’s Telepathic Bond, Seeming, Shadow Evocation
Acid Fog, Chain Lightning, Cure Moderate Wounds (Mass), Dream Casting, False Sending, Freezing Sphere, Heroism (Mass), Legend Lore, Limited Wish, Mage's Sword, Mislead, Polar Ray, Ray of Light, Repulsion, Resurrection, Shadow Conjuration (Greater), Shadow Evocation (Greater), Shadowy Grappler, Spell Turning, Telepathic Bond, Transformation, True Seeing, Veil
A red mage who becomes lawful in alignment cannot progress in levels as a red mage, though he retains all his red mage abilities.
Epic Red Mage
|30th||Doublecast 9/day, Reroll 4/day|
4 + Int modifier skill points per level.
The red mage’s caster level is equal to his or her class level. The red mage’s number of spells per day does not increase after 20th level.
The epic red mage can doublecast an additonal time per day at 22nd level and every 4 levels afterwards. If the red mage gains the ability to cast epic spells, and wants to doublecast them, the spell level for the spells, for the purposes of the Spellcraft DC, is 10.
Epic level red mages can use the reroll ability one additional time per day at 30th level and every 10 levels afterwards.
The epic red mage gains a bonus feat (selected from the list of epic red mage bonus feats) at 21st level and at every 4 levels beyond 20th.
Epic Red Mage Bonus Feat List
Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Fast Healing, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Perfect Health, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.
Studded Leather (+3 ac, armor check penalty -1, speed 30 ft, 20 lbs)
Morning Star (1d8, crit x2, 6 lbs, one handed, bludgeoning & piercing), 1 martial weapon (red mage's choice), light musket (1d8, crit x3, range inc 80 ft, 4 lbs, piercing)
Pick a number of skills equal to 4 + Int modifier.
Skill Focus (Spellcraft)
Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded lantern, 3 pints of oil. Quiver with 20 bolts.
Playing a Red Mage
As a red mage, you best serve the party as a support character, helping the other characters via magical & nonmagical means. Although you are not as good as a dedicated healer or mage, you are still somewhat skilled at both, and your ability to cast two spells in one round allows for A) a fairly effective healer/mage combo & B) a good asset to the party.
Red Mages worship whatever deity they want, though deities of magic, war, and healing are most common, but a lot of Red Mages are impious.
Your interaction with other classes varies, but you relate to other characters with dual natures, such as hybrid classes and multiclass characters.
Due to your low hit dice and poor armor proficiency, you may want to stay out of melee combat if you can. You fit in best behind tougher characters, (such as fighters, paladins, barbarians, etc) doing things such as healing wounded allies, buffing fighting charters, & blasting enemies. Since the red mage has a large reliance on dexterity, you can make a fairly good ranged combatant.
Like the sorcerer, you face a crucial decision: what spells to select when gaining new spells known. To help heal yourself and your comrades, you could learn a healing spell or two as you gain levels (this is especially effective when you purchase a wand of a known healing spell, allowing you to heal without draining your spells-per-day), plus spells that enhance and protect as well. You should definitely take Magic Missile, and then acquire a Wand of Magic Missile so's it doesn't eat up your spells-per-day. In those hectic touch-and-go early levels, Color Spray and Sleep can often remove an enemy from a fight in one action--and one can Doublecast or Quick Cast for extra insurance.
Thanks to Doublecast (and the Quick Cast special ability), once you gain your second-level spells, you can make good use of buffing spells such as Fox's Cunning and Owl's Wisdom. Indeed, Fox's Cunning is a helpful spell for you because it increases the DC on the saves of your spells, it gives a +2 bonus to your Spellcraft checks, and if you took the Arcane Resilience special ability, it increases your own saves against spells.
Due to the fact that your doublecast ability is very dependent on Spellcraft, put as many ranks in Spellcraft as you can. Concentration is another important skill for any arcane spellcaster, so put some ranks in it. if you intend to use the Advanced Learning special ability, put ranks in Knowledge (Arcana) or Knowledge (Religon). For feats, consider taking metamagic feats and Skill Focus (Spellcraft) and take Practiced Spellcaster if you multiclass. For special abilities, take Innate Spell if you want to use your spells more often, Arcane Resilience is good for an intelligent red mage, and Quick Cast effectively gives you a Spellcraft-less use of Doublecast once a day.
Since the red mage are very dependent on Dexterity, your main weapon should be finessable to take advantage of this. The heaviest armor you should get, if your are willing to take the armor check penalty, is Mithral Breastplate; although a Mithral chain shirt is better if you choose to be more dependent on skills that have an armor check penalty. On magic items, spend some of your budget on wands and scrolls, but also get items that boost Intelligence, Dexterity, & Constitution, and make sure to acquire an item that gives a bonus to your Spellcraft checks. Likewise, your ability score increases should go towards Intelligence.
Your combination of several abilities will make you a very versatile character if optimized properly. The red mage can fulfill multiple roles, but is not as good in each individual role as a specialist.
Red Mages in the World
|“||Why can't they just pick one thing and stick to it?||”|
|—Arvinus Turak, aasimar fighter/rogue/sorcerer/spellsword/daggerspell mage|
Red Mages are a combination of mage, healer, & supporter. Their multitude of abilities & options, both magical & nonmagical, makes them a great asset to anyone who has them as an ally. The red mage's Reroll & Doublecast abilities make them a very potent ally or enemy.
Each red mage is different, so their daily lives differ from red mage to red mage. Some red mages are incredibly focused & self-discipled, training and studying before other characters get up, and continuing their work well after everyone else falls asleep. There are also some red mages that are incredible lazy, getting up well after everyone else has gotten up, spending their days screwing around, goofing off, and doing nothing productive. But each red mage is different, so no two red mages spend their days exactly in the same manner.
There are a multitude of red mages who have done things worthy of being remembered. One of the most notable red mages is Jack the Red, who was one of the earliest known red mages and the whole reason red mages are referred to as "red mages". Jack the Red was a human red mage who, along with a party containing an elf rogue, a human fighter, & a half-elf healer, helped saved the world from the demon-knight Garland. Another notable red mage was Fradino the Scourge, an evil Aasimar red mage who ruled the Ullastian Empire with an iron fist. Deborah was another notable red mage, who grew so powerful & mighty that she became a goddess.
Several organizations have red mages in their ranks, except for those which are extremely magephobic. There have also been several cases where red mages have founded their own organizations, recruiting other red mages & other dual nature characters. Some of the most notable organizations founded by, controlled, or involved with or by red mages are The Cloak & Staff Society, The Mages of Scarlet, Nightcasters United, & The Order of Radut.
Each NPC has a different reaction to red mages. Most common folk don't really care about red mages unless they need healing or a red mage is destroying their homes. Magephobic NPCs view & treat red mages with the same hatred, fear & disgust that they have for every other spellcaster. Adventurers often bring along a red mage or two as a backup healer & a support character.
Each race reacts differently to red mages, since not all red mages are the same.
The way Red Mages treat other classes, & how other classes treat Red Mages, varies, though Red Mages get along best with Bards, Duskblades & Mystic Warriors, due to their dual natures.
Red Mage Lore
Characters with ranks in Knowledge (Arcana) can research red mages and find out more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Red mages are jacks and jills of all trades, but masters of none
Red mages can be a great asset to their allies, if used properly.
Those who follow down the path of the red mage have several abilities, both magical & nonmagical, both helping & damaging, at their option.
The red mage is a mage capable of casting 2 spells at once and can occasionally snatch victory from the jaws of defeat.
Red Mages in the Game
Red mages can fit into a campaign just fine due to their versatility & adaptability. If you are doing a Final Fantasy style campaign, this class is absolutely required. Red mage NPCs can act anyway you want towards the party, whether it is friendly, antagonistic, or indifferent to them.
There are several ways to adapt the red mage. One way is to make a red mage that is a divine spellcaster instead of an arcane spellcaster. Another way is to have a red mage that focuses more on one attribute than others, such as a red mage that focus more on spellcasting, with acess to a higher spell level, but at the expense of their base attack bonus plus their weapon & armor proficiencies, or a red mage that focuses more on combat, with better hit dice, base attack bonus, and/or better weapon & armor proficiencies, but with less spells per day & known, & possibly a inability to cast some of the higher level red mage spells.
Since the red mage has low hit dice & poor weapon & armor proficiencies, a red mage should keep his enemies at a distance, attacking them with spells & keeping minions between him & his enemies. A red mage of the right level can be a tricky foe, sich she can heal herself & damage her enemies at the same time.
|Female half-drow red mage 8|
|N Medium Humanoid (Elf)|
|Init/Senses||+3/Darkvision 60 ft; Listen +2, Spot +2|
|Languages||Common, Elvish, Sylvan, Undercommon|
|AC|| 18, touch 13, flat-footed 18|
(+4 armor, +3 dex, +1 shield)
|hp||45 (8d8+16) (8 HD)|
|Fort/Ref/Will||+4/+10/+8 (+10 against enchantments, +9 against spells and spell-like abilities)|
|Speed||30 ft. (6 squares)|
|Melee||cut & trust sword +4 (1d8/17-20) or|
|Ranged||light musket+4 (1d8/x3)|
|Space/Reach||5 ft./5 ft.|
|Special Actions||Doublecast 3/day, Reroll 1/day|
|Combat Gear||healing potion|
|Spell-Like Abilities|| (Cl 8):|
5/day—cure moderate wounds
|Abilities||Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 14|
|Feats||Weapon Finesse, Skill Focus (Spellcraft), Cure Boost, Augment Healing|
|Skills||Spellcraft+18, Knowledge (Arcana)+15, Heal+12, Balance+12, Diplomacy+11, Listen+2, Spot+2, Search+2|
|Possessions||combat gear plus mithral chain shirt, +1 keen cut & trust sword, +1 light musket, 35 gp|
|Arcane Resilience (Su)||With this ability, a red mage can add her Intelligence modifier as a bonus (minimum +1) on saving throws against spells & spell—like effects. You must have a Intelligence score of 13 or higher plus a will saving throw of +4 in order to get this special ability. This special ability does not stack with the Hexblade's Arcane Resistance or the Paladin's Divine Grace.|
Cassandra comes from a family which has a long tradition of red mages. She now travels the world, in search of power and loot. She can either be a friend or a foe to the characters. If she is a foe, She will use her abilities to her advantage and exploiting the character's weaknesses. If friend, she will do what she can to help the party, unless it is excessively dangerous or foolish.