Red Mage Job

Red Mage

"Me? I do a little bit of everything."

Cutting a sharp figure in a feathered hat and a scarlet coat, the Red Mage is the cosmopolitan journeyman of magic, freely strutting between the White and Black schools, sword in hand. Whether they're the scholar-gentlemen of Treno or the least xenophobic Viera you'll ever meet, a wizard draped in red implies modernity, dignity, and an unimpeachable sense of fashion.

The Red Mage is a magic-using job whose talents cut across schools, wielding a little bit of everything. Unlike other jobs, whose spells tend to share a purpose - "damage spells", "status inflicting spells", and so on, the Red Mage achieves versatility by pairing spells across type. They also gain two powerful abilities that accelerate spell-casting - powerful enough alone, Dualcast and Chainspell are absolutely deadly when used in concert.

+2 ATK +2 VIT +2 SPD +2 MAG +2 SPR +50 HP +50 MP

Equipment

Dagger, Rod, Staff, Sword, Shield, Heavy Armor, Light Armor, Mystic Armor

Bare

Strength: Medium, Accuracy 2
Blocking: Yes (Evasion)
Defense: Heavy
Style: Endurance
Bonus: Pick one set

Set 1 Resist Defaith 4, Resist Deshell 4
Set 2 Resist Imperil 4, Resist Provoke 4

Red Magic

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.

Fire

AP: 100
Type: Action
Magic, Spell, Elemental: Lightning
Target: Single
50D F20 MP: 60

Deals (12 x MAG + 1d12) 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

Deals (12 x MAG + 1d12) magical Ice damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Thunder

AP: 100
Type: Action
Magic, Spell, Elemental: Fire
Target: Single
50D F20 MP: 60

Deals (12 x MAG + 1d12) magical Lightning damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Water

AP: 100
Type: Action
Magic, Spell, Elemental: Fire
Target: Single
50D F20 MP: 60

Deals (12 x MAG + 1d12) magical Water damage.
CoS: 100
Adjustment: +20 MP, +6 Power 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 (5).
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 (5).
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 (5).
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 (5).
CoS: 100
Adjustment: +15 MP per tier above 1.

Regen

AP: 100
Type: Action
Magic, Spell, Enhancement: Regen
Target: Single
40D F15 MP: 60

Bestows Regen (6) on the target.
CoS: 100
Adjustment: +20 MP 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.
CoS: 100
Adjustment: +7 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 (5).
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 (5).
CoS: 75
Adjustment: +15 MP per tier above 1.

DebraveDebrave

AP: 100
Type: Action
Magic, Spell, Status: Debrave
Target: Single
40D F15 MP: 45

Inflicts Debrave (5).
CoS: 75
Adjustment: +15 MP per tier above 1.

DefaithDefaith

AP: 100
Type: Action
Magic, Spell, Status: Defaith
Target: Single
40D F15 MP: 45

Inflicts Defaith (5).
CoS: 75
Adjustment: +15 MP per tier above 1.

Dualcast

AP: 100
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 Chainspell are applied to the two spells separately. Additionally, when Dualcast is used increase the MP cost of each spell used by 25%.

Supports

Chainspell (Innate)

AP: 150
Type: Support

Focusing on a single enemy allows the Red Mage to toss out spells with frightening speed. Chainspell reduces the delay of consecutive spells cast against a single target. Whenever a Red Mage casts a spell against a single target, and their last action was casting a single-target spell on the same target, that spell's delay is lowered by 10 and its floor is lowered by 5.

The ability "Dualcast" functions with Chainspell, as long as every spell cast with it is a single target spell cast against the same target.

Fearsiphon

AP: 150
Type: Support

When the Red Mage targets any enemy that an ally has targeted since the Red Mage's last turn, Fearsiphon lowers the delay of the Red Mage's action by 5.

Reaction

MP Absorb

AP: 125
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

Traits

Swift Cure

AP: 30
Type: Trait

Reduce the Delay for Cure by 3.

Swift Fire

AP: 30
Type: Trait

Reduce the Delay for Fire by 3.

Swift Blizzard

AP: 30
Type: Trait

Reduce the Delay for Blizzard by 3.

Swift Thunder

AP: 30
Type: Trait

Reduce the Delay for Thunder by 3.

Swift Water

AP: 30
Type: Trait

Reduce the Delay for Water by 3.

Swift Protect

AP: 30
Type: Trait

Reduce the Delay for Protect by 3.

Swift Shell

AP: 30
Type: Trait

Reduce the Delay for Shell by 3.

Swift Brave

AP: 30
Type: Trait

Reduce the Delay for Brave by 3.

Swift Faith

AP: 30
Type: Trait

Reduce the Delay for Faith by 3.

Swift Regen

AP: 30
Type: Trait

Reduce the Delay for Regen by 3.

Swift Refresh

AP: 30
Type: Trait

Reduce the Delay for Refresh by 3.

Swift Deprotect

AP: 30
Type: Trait

Reduce the Delay for Deprotect by 3.

Swift Deshell

AP: 30
Type: Trait

Reduce the Delay for Deshell by 3.

Swift Debrave

AP: 30
Type: Trait

Reduce the Delay for Debrave by 3.

Swift Defaith

AP: 30
Type: Trait

Reduce the Delay for Defaith by 3.

Accurate Absorb MP

AP: 30
Type: Trait

Increase the CoS for Absorb MP by 5.

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