Red Mage
"I'm more complex than you think."
Cutting dashing figures in coats of brilliant scarlet, the Red Mage is a renaissance man or woman, blending black and white magic with elegant sword strikes, as well as drawing out the spirits from ceremonial blades.
Though it has a slight magical tilt, the Red Mage is a true all-rounder - it has the most even blend of abilities all throughout classes, and it wields them with terrifying efficiency. Dualcast lays the magic damage on thick, but it's also handy for laying down fistfuls of enhancements and statuses - you can even slip in a quick Bravery spell paired with an Element Sword! The Red Mage works best when it's fighting a single target, so work with your allies to isolate boss enemies and beat them down with curses, Coordinate, and Fearsiphon.
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Equipment
Dagger, Rod, Sword, Katana, Staff, Heavy Armor, Light Armor, Mystic Armor, Shields
Bare
Strength: Medium, Accuracy 1, Critical 1
Blocking: Yes
Defenses: Light
Style: Endurance
Bonus: Pick one set
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CEREMONIAL KATANA
Some Red Mage abilities, those with the "Break Chance" keyword, rely on calling forth sword-spirits from ceremonial katana, replicas ranging in quality from the cheap and wooden to the ornate masterpiece fashioned after great blades of myth. Each of these abilities is named after a specific type of ceremonial katana - Asura, Osafune, and so on, and in order to use it the Red Mage must have a ceremonial katana of that type in their inventory. Each individual ceremonial katana also has a tier, representing its quality - as a Red Mage continue in adventures, his powers will demand better and better talismans.
In order for a Red Mage to use a Break Chance ability, they must have a Ceremonial Katana of the same name of that ability, and that Ceremonial Katana must be no further than one tier below his character tier. (So, to a Level 31 Samurai, a Tier 1 Asura is worthless - he'll need to pick up a Tier III Asura!) If the Ceremonial Katana is one tier below the Red Mage's level, the katana will shatter after the ability is used. If the Ceremonial Katana is of the Red Mage's tier or higher, there's a CoS of 25 of it breaking after the ability - this cannot be modified by any effect.
You can blame fate, the power of a Red Mage, or capricious spirits, but it certainly [List#Ability%20Items-Ceremonial%20Katana|keeps the artisans in business].
Technique
Light Arts
AP: 125
Type: Action
Technique, Stance
Target: Self
30D F15
The Red Mage adopts a Stance, focusing on protective spells. While Light Arts is active, Reduce the delay of Libra, Healing, and Enhancing spells by 10, while increasing the delay of Damaging, Status inflicting and Effect spells by 5. Light Arts last until either Dark Arts or Spellblade is used (both of which override it), and can be used even outside of battles. Use of Light Arts while the stance is already active removes the stance from the Red Mage.
CoS: 100
Dark Arts
AP: 125
Type: Action
Technique, Stance
Target: Self
30D F15
The Red Mage adopts a Stance, focusing on destructive spells. While Dark Arts is active, Reduce the delay of Damaging, Status inflicting and Effect spells by 10, while increasing the delay of Libra, Healing, and Enhancing spells by 5. Dark Arts last until either Light Arts or Spellblade is used (both of which override it), and can be used even outside of battles. Use of Dark Arts while the stance is already active removes the stance from the Red Mage.
CoS: 100
Spellblade
AP: 125
Type: Action
Technique, Stance
Target: Self
30D F15
The Red Mage adopts a Stance, focusing on his blade. While Spellblade is active, Reduce the delay of Weapon Techniques by 10, while increasing the delay of all Magic by 5. Spellblade last until either Light Arts or Dark Arts is used (both of which override it), and can be used even outside of battles. Use of Spellblade while the stance is already active removes the stance from the Red Mage.
CoS: 100
Runic
AP: 130
Type: Action
Technique, Stance
Target: Self
35D F20
The Red Mage adopts a Stance, ready to suck up ambient magic from the air. After Runic is used, the next Spell to be cast has no effect, regardless of what it was, and the Red Mage regains MP equal to the Spells' casting cost. The Runic stance then end immediately. Furthermore, Runic only last until the Red Mage's next turn - should it come before a spell is absorbed, the Red Mage must use Runic again if they wish to keep the effect going.
CoS: 100
Nonpareil
AP: 130
Type: Action
Technique, Enhancement: Brave, Accuracy Up
Target: Self
40D F15 MP: 60
The Red Mage is bestowed with Bravery (5) and Accuracy up (5).
CoS: 100
Adjustment: +20 MP per tier above 1.
Hayate
AP: 130
Type: Action
Technique, Enhancement: Haste, Evasion Up
Target: Self
40D F15 MP: 60
The Red Mage is bestowed with Haste (5) and Evasion up (5).
CoS: 100
Adjustment: +20 MP per tier above 1.
Convert
AP: 130
Type: Action
Technique,
Target: Self
50D F20
The Red Mage is capable of adapting to any situation. Convert swaps the Red Mages current HP and current MP values. Any HP or MP converted in this fashion cannot exceed their respective maximums. The Red Mage may not convert into KO, so the ability cannot be used at 0 MP.
CoS: 100
Fast Blade
AP: 130
Type: Action
Technique, Weapon, Multi-Hit
Target: Single
10+[W]D F[W]
The Red Mage performs two quick strikes in sequence, each dealing weapon damage with a x0.75 Power multiplier.
CoS: 60
Vorpal Blade
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 60
The Red Mage lunges at the enemy, dealing weapon damage with a x1.25 Power multiplier and innately has two ranks of Critical.
CoS: 80
Adjustment: +20 MP per tier above 1.
Swift Blade
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 60
The Red Mage performs a quick strike and accurate strike, dealing weapon damage with a x1.25 Power multiplier.
CoS: 90
Adjustment: +20 MP per tier above 1.
Traumatize
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 45
The Red Mage repeatedly slams his weapon into the enemy where it's weakest - a task easier done with enfeeblement already in place. Traumatize deals normal weapon damage, but gains a +25% situational modifier for every negative status that the target is currently suffering from when hit by the attack.
CoS: 80
Adjustment: +15 MP per tier above 1.
Flamestrike
AP: 100
Type: Action
Technique, Weapon, Elemental: Fire
Target: Single
[W]D F[W] MP: 51
The Red Mage coats their blade in flames, dealing fire elemental weapon damage with a x1.10 Power multiplier.
CoS: 80
Adjustment: +17 MP per tier above 1.
Froststrike
AP: 100
Type: Action
Technique, Weapon, Elemental: Ice
Target: Single
[W]D F[W] MP: 51
The Red Mage coats their blade in ice, dealing ice elemental weapon damage with a x1.10 Power multiplier.
CoS: 80
Adjustment: +17 MP per tier above 1.
Sparkstrike
AP: 100
Type: Action
Technique, Weapon, Elemental: Lightning
Target: Single
[W]D F[W] MP: 51
The Red Mage coats their blade in electricity, dealing lightning elemental weapon damage with a x1.10 Power multiplier.
CoS: 80
Adjustment: +17 MP per tier above 1.
Aquastrike
AP: 100
Type: Action
Technique, Weapon, Elemental: Water
Target: Single
[W]D F[W] MP: 51
The Red Mage coats their blade in water, dealing water elemental weapon damage with a x1.10 Power multiplier.
CoS: 80
Adjustment: +17 MP per tier above 1.
Lightstrike
AP: 100
Type: Action
Technique, Weapon, Elemental: Holy
Target: Single
[W]D F[W] MP: 51
The Red Mage coats their blade in holy energy, dealing holy elemental weapon damage with a x1.10 Power multiplier.
CoS: 80
Adjustment: +17 MP per tier above 1.
Darkstrike
AP: 100
Type: Action
Technique, Weapon, Elemental: Shadow
Target: Single
[W]D F[W] MP: 51
The Red Mage coats their blade in darkness, dealing shadow elemental weapon damage with a x1.10 Power multiplier.
CoS: 80
Adjustment: +17 MP per tier above 1.
Asura
AP: 130
Type: Action
Technique, Break Chance
Target: Group
40D F20
Asura deals (6 x MAG + d6) magical damage to the entire enemy party.
CoS: 100
Adjustment: +3 Power per tier above 1.
Osafune
AP: 130
Type: Action
Technique, Break Chance
Target: Group
40D F20
Osafune deals (6 x MAG + d6) magical damage to the entire enemy party MP scores.
CoS: 100
Adjustment: +3 Power per tier above 1.
Murasame
AP: 130
Type: Action
Technique, Recovery, Break Chance
Target: Group
40D F20
Murasame restores (6 x MAG + d6) HP to the entire party.
CoS: 100
Adjustment: +3 Power per tier above 1.
Kiyomori
AP: 130
Type: Action
Technique, Enhancement: Protect, Shell, Break Chance.
Target: Group
50D F20
Kiyomori bestows both Protect (3) and Shell (3).
CoS: 100
Muramasa
AP: 130
Type: Action
Technique, Status: Confuse, Statuses|Condemn, Multi-Hit, Break Chance
Target: Group
50D F20
Muramasa hits twice, first inflicting Confuse (3) then inflicting Condemn (5).
CoS: 50
Masamune
AP: 130
Type: Action
Technique, Enhancement: Regen, Haste, Break Chance
Target: Group
50D F20
Masamune bestows both Regen (3) and Haste (3).
CoS: 100
Magic
Dualcast
AP: 50
Type: Action
Magic, Multi-Action
Target: Varies
([S]+[S])x0.75D F[S]
Select two spells - The Red Mage then casts both of them with one action. All costs are paid as normal before either is cast, and the second spell is cast after the first finishes resolving - this allows the target of the second spell to be chosen after seeing the result of the first. The Red Mage takes on delay as if one spell was cast after the other (The sum of the delays of the two component actions), and then multiplied the result by 0.75. The total delay of this action can't be less than the Floor, which is the higher of the Floors of the two cast spells. Delay-affecting effects such as the Mage's speed, Haste, Slow and Vigor are applied to the two spells separately. Additionally, when Dualcast is used increase the MP cost of each spell used by 25%.
Fire
AP: 100
Type: Action
Magic, Spell, Elemental: Fire
Target: Single
50D F20 MP: 60
Fire deals (12 x MAG + d12) magical Fire damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Blizzard
AP: 100
Type: Action
Magic, Spell, Elemental: Ice
Target: Single
50D F20 MP: 60
Blizzard deals (12 x MAG + d12) magical Ice damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Thunder
AP: 100
Type: Action
Magic, Spell, Elemental: Lightning
Target: Single
50D F20 MP: 60
Thunder inflicts (12 x MAG + d12) magical Lightning damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Water
AP: 100
Type: Action
Magic, Spell, Elemental: Water
Target: Single
50D F20 MP: 60
Water inflicts (12 x MAG + d12) magical Water damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Dark
AP: 100
Type: Action
Magic, Spell, Elemental: Shadow
Target: Single
50D F20 MP: 60
Dark inflicts (12 x MAG + d12) magical Shadow damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Banish
AP: 100
Type: Action
Magic, Spell, Elemental: Holy
Target: Single
50D F20 MP: 60
Banish inflicts (12 x MAG + d12) magical Holy damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Cure
AP: 100
Type: Action
Magic, Spell, Recovery
Target: Single
50D F20 MP: 60
Restores (12 x MAG + d12) HP to the target.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Raise
AP: 100
Type: Action
Magic, Spell, Life
Target: Single
50D F20 MP: 90
Revives KO'd targets with 25% of their Max HP.
CoS: 100
Adjustment: +30 MP per tier above 1.
Fire Sword
AP: 130
Type: Action
Magic, Spell, Enhancement: Element Sword (Fire)
Target: Self
40D F15 MP: 75
Bestows Fire Sword (7) on the Red Mage.
CoS: 100
Adjustment: +25 MP per tier above 1.
Lightning Sword
AP: 130
Type: Action
Magic, Spell, Enhancement: Element Sword (Lightning)
Target: Self
40D F15 MP: 75
Bestows Lightning Sword (7) on the Red Mage.
CoS: 100
Adjustment: +25 MP per tier above 1.
Holy Sword
AP: 130
Type: Action
Magic, Spell, Enhancement: Element Sword (Holy)
Target: Self
40D F15 MP: 75
Bestows Holy Sword (7) on the Red Mage.
CoS: 100
Adjustment: +25 MP per tier above 1.
Ice Sword
AP: 130
Type: Action
Magic, Spell, Enhancement: Element Sword (Ice)
Target: Self
40D F15 MP: 75
Bestows Ice Sword (7) on the Red Mage.
CoS: 100
Adjustment: +25 MP per tier above 1.
Water Sword
AP: 130
Type: Action
Magic, Spell, Enhancement: Element Sword (Water)
Target: Self
40D F15 MP: 75
Bestows Water Sword (7) on the Red Mage.
CoS: 100
Adjustment: +25 MP per tier above 1.
Dark Sword
AP: 130
Type: Action
Magic, Spell, Enhancement: Element Sword (Shadow)
Target: Self
40D F15 MP: 75
Bestows Dark Sword (7) on the Red Mage.
CoS: 100
Adjustment: +25 MP per tier above 1.
Drain Sword
AP: 130
Type: Action
Magic, Spell, Enhancement, Other Sword
Target: Self
40D F15 MP: 141
Bestows Drain Sword (4) on the Red Mage.
Drain Sword causes the Red Mage to recover HP equal to the damage dealt upon further Weapon abilities as a Drain effect.
CoS: 100
Adjustment: +47 MP per tier above 1.
Osmoses Sword
AP: 130
Type: Action
Magic, Spell, Enhancement, Other Sword
Target: Self
40D F15 MP: 150
Bestows Osmoses Sword (4) on the Red Mage.
Osmose Sword causes the Red Mage to deal damage to the targets MP instead with further Weapon abilities. The damage dealt is then recovered by the Red Mage as a Drain effect.
CoS: 100
Adjustment: +50 MP per tier above 1.
Flare Sword
AP: 130
Type: Action
Magic, Spell, Enhancement, Other Sword
Target: Self
40D F15 MP: 99
Bestows Flare Sword (7) on the Red Mage.
Flare Sword adds a +2 Power modifier and +1 die directly to the Red Mage's Weapon abilities.
CoS: 100
Adjustment: +33 MP, +2 Power and +1 die per tier above 1.
Refresh
AP: 100
Type: Action
Magic, Spell, Enhancement: Refresh
Target: Single
40D F15 MP: 21
Bestows Refresh (6) upon a single target.
Adjustment: +7 MP per tier above 1.
Protect
AP: 100
Type: Action
Magic, Spell, Enhancement: Protect
Target: Single
40D F15 MP: 45
Protect surrounds a target with a transparent yellow barrier of light and bestows Protect (6).
CoS: 100
Adjustment: +15 MP per tier above 1.
Shell
AP: 100
Type: Action
Magic, Spell, Enhancement: Shell
Target: Single
40D F15 MP: 45
Shell surrounds a target with mystic wards that exude a green glow and bestows Shell (6).
CoS: 100
Adjustment: +15 MP per tier above 1.
Faith
AP: 100
Type: Action
Magic, Spell, Enhancement: Faith
Target: Single
40D F15 MP: 45
Faith inspires a target and clears their head from doubt, bestowing Faith (6).
CoS: 100
Adjustment: +15 MP per tier above 1.
Bravery
AP: 100
Type: Action
Magic, Spell, Enhancement: Brave
Target: Single
40D F15 MP: 45
Brave bolsters a target's confidence and strength, bestowing Brave (6).
CoS: 100
Adjustment: +15 MP per tier above 1.
Haste
AP: 100
Type: Action
Magic, Spell, Enhancement: Haste
Target: Single
40D F15 MP: 45
Red light and images of whirring hands appear as the spell bestows Haste (6) upon the target.
CoS: 100
Adjustment: +15 MP per tier above 1.
Regen
AP: 100
Type: Action
Magic, Spell, Enhancement
Target: Single
40D F15 MP: 60
Bestows Regen (6) on the target.
CoS: 100
Adjustment: +20 MP per tier above 1.
Vanish
AP: 100
Type: Action
Magic, Spell, Enhancement: Vanish
Target: Single
40D F15 MP: 114
Grants Vanish (6) to a target.
CoS: 100
Adjustment: +38 MP per tier above 1.
Reflect
AP: 100
Type: Action
Magic, Enhancement: Reflect
Target: Single
40D F15 MP: 75
Reflect covers the target with a blue-tinged barrier impervious to magic and bestows Reflect (6).
CoS: 100
Adjustment: +25 MP per tier above 1.
Sight
AP: 100
Type: Action
Magic, Spell, Enhancement: Accuracy Up
Target: Single
40D F15 MP: 45
Sight increases a target's focus, bestowing Accuracy Up (6).
CoS: 100
Adjustment: +25 MP per tier above 1.
Temper
AP: 100
Type: Action
Magic, Spell, Enhancement: Critical Up
Target: Single
40D F15 MP: 45
The target's weapon is bolstered, bestowing Critical Up(6) upon the target.
CoS: 100
Adjustment: +25 MP per tier above 1.
Levitate
AP: 100
Type: Action
Magic, Spell, Enhancement: Float
Target: Single
30D F15 MP: 60
The spell frees the target from the ground, bestowing Float (6).
CoS: 100
Adjustment: +20 MP per tier above 1.
Deprotect
AP: 100
Type: Action
Magic, Spell, Status: Deprotect
Target: Single
40D F15 MP: 45
Deprotect exposes the enemy's vulnerabilities and inflicts Deprotect (6).
CoS: 75
Adjustment: +15 MP per tier above 1.
Deshell
AP: 100
Type: Action
Magic, Spell, Status: Deshell
Target: Single
40D F15 MP: 45
Deshell weakens the enemy's resistance to magical harm and inflicts Deshell (6).
CoS: 75
Adjustment: +15 MP per tier above 1.
Defaith
AP: 100
Type: Action
Magic, Spell, Status: Defaith
Target: Single
40D F15 MP: 45
Inflicts Defaith (6).
CoS: 75
Adjustment: +15 MP per tier above 1.
Debrave
AP: 100
Type: Action
Magic, Spell, Status: Debrave
Target: Single
40D F15 MP: 45
Inflicts Debrave (6).
CoS: 75
Adjustment: +15 MP per tier above 1.
Slow
AP: 100
Type: Action
Magic, Spell, Status: Slow
Target: Single
40D F15 MP: 45
With a lethargic whine, the spell inflicts Slow (6) upon the target.
CoS: 75
Adjustment: +15 MP per tier above 1.
Blind
AP: 100
Type: Action
Magic, Spell, Status: Blind
Target: Single
40D F15 MP: 48
Blind shrouds the enemy in darkness, inflicting Blind (6).
CoS: 70
Adjustment: +16 MP per tier above 1.
Sleep
AP: 100
Type: Action
Magic, Spell, Status: Sleep
Target: Single
40D F15 MP: 48
Sleep dulls an enemy's alertness and lulls them into a deep slumber, inflicting Sleep (5).
CoS: 65
Adjustment: +16 MP per tier above 1.
Poison
AP: 100
Type: Action
Magic, Spell, Status: Poison|Poison
Target: Single
40D F15 MP: 48
Poison summons a burbling morass of noxious fluid that inflicts Poison (6).
CoS: 70
Adjustment: +16 MP per tier above 1.
Bleed
AP: 100
Type: Action
Magic, Spell, Status: Sap
Target: Single
40D F15 MP: 48
The Red Mage calls pain down upon their target, inflicting them with Sap (6).
CoS: 70
Adjustment: +16 MP per tier above 1.
Immobilize
AP: 100
Type: Action
Magic, Spell, Status: Immobilize|Immobilize
Target: Single
40D F15 MP: 48
With the distant sound of whirring machinery, the spell Immobilizes (6) the target.
CoS: 70
Adjustment: +16 MP per tier above 1.
Pain
AP: 100
Type: Action
Magic, Spell, Status: Pain|Pain
Target: Single
40D F15 MP: 75
Pain overwhelms the enemy with sensation and robs them of the will to attack, inflicting Pain (5).
CoS: 65
Adjustment: +25 MP per tier above 1.
Silence
AP: 100
Type: Action
Magic, Spell, Status: Silence|Silence
Target: Single
40D F15 MP: 75
Silence blocks the enemy's magic flow and disrupts their concentration, inflicting Silence (5).
CoS: 65
Adjustment: +25 MP per tier above 1.
Confuse
AP: 100
Type: Action
Magic, Spell, Status: Confuse
Target: Single
40D F15 MP: 48
By clouding the victim's mind, the Red Mage inflicts Confuse (6).
CoS: 70
Adjustment: +16 MP per tier above 1.
Berserk
AP: 100
Type: Action
Magic, Spell, Status: Berserk
Target: Single
40D F15 MP: 48
Calling down red globes of buzzing energy, the Red Mage inflicts Berserk (6).
CoS: 70
Adjustment: +16 MP per tier above 1.
Dispel
AP: 100
Type: Action
Magic, Spell, Effect: Dispel
Target: Single
40D F15 MP: 120
Removes all positive status conditions from the target
CoS: 70
Adjustment: +40 MP per tier above 1.
Libra
AP: 100
Type: Action
Magic, Spell, Effect: Libra
Target: Single
25D F10 MP: 15
Libra reveals information concerning the target, granting the Red Mage information about the target's HP, MP, level, family, rank, and elemental properties. Each casting of "Libra" also reveals a single other property belonging to the monster, as chosen by the GM.
CoS: 100
Adjustment: +5 MP per tier above 1.
Support
Saboteur
AP: 125
Type: Support
Saboteur increases all Status and Effect CoSes by 10.
Spellbound
AP: 125
Type: Support
Spellbound lengthens the timers of all status effects bestowed by the Red Mage, increasing the timer of statuses inflicted or bestowed by (1). Spellbound has no effect on the duration of the Condemn status.
Serenity
AP: 125
Type: Support
When at full HP, all damage dealt by the Red Mage gains a +25% bonus.
Vigor
AP: 125
Type: Support
When at full HP, all delays are reduced by 5.
Fearsiphon
AP: 150
Type: Support
When the Red Mage targets the same enemy that the ally acting before him targeted, and that enemy has not yet taken a turn, Fearsiphon lowers the delay of the Red Mage's action by 5.
Coordinate
AP: 150
Type: Support
Whenever an ally acts immediately after you, should they target the same enemy, they will receive +25% damage to their attack or +10 CoS to their next status or effect.
Doublehand
AP: 150
Type: Support
Under certain situations, the Red Mage applies a x2 power multiplier to all weapon damage, and increases weapon delay by +15D.
Equipment: When wielding a Katana, Sword, or Staff, with nothing equipped in the Shield slot.
Bare: When Strength type is medium. Change the Blocking property to No.
Remodeling: When wielding a Medium weapon with nothing equipped in the Shield slot.
Critical Evasion
AP: 150
Type: Support
Trigger: The Red Mage enters critical condition due to damage.
When the Red Mage enters critical condition, they gain 4 temporary ranks of Evasion. This Evasion is removed when they are no longer in SoS.
Reactions
MP Absorb
AP: 150
Type: Reaction
Recovery
Target: Self
Trigger: The Red Mage is hit by a spell which deals damage and/or inflicts a negative status or effect.
The Red Mage has a chance to absorb the energy used on the spell that hit him. MP Absorb grants the Red Mage MP equal to the MP cost.
CoS: 80
Catch
AP: 150
Type: Reaction
—
Target: Self
Trigger: Being hit by a single target ranged action that inflicts physical damage
The Red Mage instead dodges the attack and suffers neither damage nor any other additional effects which the attack might have had.
CoS: 40
Blade Grasp
AP: 150
Type: Reaction
—
Target: Self
Trigger: Being hit by a single target melee action that inflicts physical damage
The Red Mage instead dodges the attack and suffers neither damage nor any other additional effects which the attack might have had.
CoS: 40
Meatbone Slash
AP: 150
Type: Reaction
—
Target: Attacking Enemy
Trigger: The Red Mage is knocked into SoS.
The Red Mage lunges forward, damaging the enemy for (Max HP) / 2 damage.
CoS: 80