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The Saving Throw
Dungeons and Dragons, 3.5 Edition Nov. 1, 2006
Prestige Classes for your enjoyment.

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Red Mage
contributed by   Nostrum

  Spells per Day
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Hasten Casting (0) 5 - - - - - -
2nd +1 +0 +3 +3 Faster Metamagic (0) 6 3 - - - - -
3rd +2 +1 +3 +3 Hasten Casting (1st) 6 4 - - - - -
4th +3 +1 +4 +4 Faster Metamagic (1st) 6 5 3 - - - -
5th +3 +1 +4 +4 Hasten Casting (2nd) 6 6 4 - - - -
6th +4 +2 +5 +5 Faster Metamagic (2nd) 6 6 5 - - - -
7th +5 +2 +5 +5   6 6 6 3 - - -
8th +6/+1 +2 +6 +6 Hasten Casting (3rd) 6 6 6 4 - - -
9th +6/+1 +3 +6 +6 Faster Metamagic (3rd) 6 6 6 5 - - -
10th +7/+2 +3 +7 +7 Doublecast 6 6 6 6 3 - -
11th +8/+3 +3 +7 +7 Hasten Casting (4th) 6 6 6 6 4 - -
12th +9/+4 +4 +8 +8 Faster Metamagic (4th) 6 6 6 6 5 - -
13rd +9/+4 +4 +8 +8   6 6 6 6 6 3 -
14th +10/+5 +4 +9 +9 Hasten Casting (5th) 6 6 6 6 6 4 -
15th +11/+6/+1 +5 +9 +9 Faster Metamagic (5th) 6 6 6 6 6 5 -
16th +12/+7/+2 +5 +10 +10   6 6 6 6 6 6 3
17th +12/+7/+2 +5 +10 +10 Hasten Casting (6th) 6 6 6 6 6 6 4
18th +13/+8/+3 +6 +11 +11 Faster Metamagic (6th) 6 6 6 6 6 6 5
19th +14/+9/+4 +6 +11 +11   6 6 6 6 6 6 6
20th +15/+10/+5 +6 +12 +12   6 6 6 6 6 6 6
Game Rule Information
Alignment: Any
Hit Die: d6

Class Skills
The red mage's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha)
Skill points at 1st level: (4 + Int Modifier) x 4
Skill points at higher levels: 4 + Int Modifier

Class Features

Weapon and Armor Proficiency: A red mage is proficient with all simple weapons, plus the handaxe, longsword, rapier, scimitar, short sword and whip. Red mages are proficient with light armor and shields (except tower shields).

Because the somatic components required for red mage spells are relatively simple, or eventually turn simpler, a red mage can cast red mage spells while wearing light armor without incurring the normal arcane spellcasting failure. However, like any other arcane spellcaster, a red mage wearing medium or heavy armor or using a 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 spellcasting failure chance for arcane spells received from other classes.

Table: Red Mage Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 5 - - - - - -
2nd 6 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 3 - - - -
5th 6 5 4 - - - -
6th 6 5 4 - - - -
7th 6 5 5 3 - - -
8th 6 5 5 4 - - -
9th 7 5 5 4 - - -
10th 7 5 5 5 3 - -
11th 7 5 5 5 4 - -
12th 7 5 5 5 4 - -
13th 7 5 5 5 5 3 -
14th 7 5 5 5 5 4 -
15th 8 5 5 5 5 4 -
16th 8 6 5 5 5 5 3
17th 8 6 6 5 5 5 4
18th 8 6 6 6 5 5 4
19th 8 6 6 6 6 5 5
20th 8 6 6 6 6 6 5

Spells: A red mage casts arcane spells (the same type of spells available to bards, sorcerers and wizards), which are drawn from the red mage spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must (see below). Unlike normal arcane spellcasters, the red mage learns spells from a supernatural source, a preternatural connection to magic that grants them their spells and spell knowledge, and it is not uncommon to presence a red mage casting spells associated to divine sources (such as bless/bane). Some of these spells may require a divine focus, but red mages' knowledge of magic allows them to ignore said requirements.

To learn or cast a spell, a red mage must have a Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). 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 Table: The Red Mage (shown above). In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Red Mage indicates that the red mage gets 0 spells per day of a given spell level (for instance, 1st level spells for a 2nd level red mage), he gains only the bonus spells he would be entitled to based on his Charisma modifier.

The red mage's selection of spells is extremely limited. A red mage begins play knowing 5 0-level spells (also called cantrips, though red mages refer to them as “tricks”) of your choice. At most new red mage levels, he gains one or more new spells as indicated on Table: Red Mage Spells Known. (Unlike other spontaneous arcane spellcasters, the number of spells per day a red mage knows are also affected by Intelligence: the bonus spells known are determined as if they were bonus spells per day).

Upon reaching 5th level, and at every three red mage levels (8th, 11th, and so on), a red mage can choose to learn a new spell in place of one he already knows. In effect, the red mage "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level red mage spell the red mage can cast. For instance, upon reaching 5th level, a red mage could trade in a single 0-level spell (two spell levels lower than the highest spell level he can cast, which is 2nd) for a different 0-level spell. At 8th level, he could trade in a single 0-level spell or 1st-level spell (since he can cast now 3rd-level red mage spells) for a different spell of the same level. A red mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a red mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming that he has not yet used up his allotment of spells per day for the spell's level. He does not have to decide ahead of time which spells he'll cast.

Hasten Casting (Su): As part of the red mage training, a red mage first learns to cast the spells from each level, and soon thereafter learn how to speed up the casting process. By learning the intricate processes upon which magic words can be simplified into smaller words, and cutting on some gestures, or quickening the movement, a red mage learns how to effectively reduce the time it takes him to cast a spell he knows.

At 1st, 3rd, 5th, and then every 3 levels after that, a red mage is capable of reducing the casting time of all spells of a particular spell level by one order of magnitude. Thus, spells that take a standard action to cast now take a move action, and spells that take a full round action or 1-round action now take a standard action. Spells that take more than a full round are reduced by one round, and spells that take more than 2 minutes to cast are reduced by one minute. Spells whose casting time has been reduced cannot be enhanced by metamagic by any means. A red mage cannot cast a normal spell and a spell with reduced casting time at the same round (but see Doublecast, below), unless for some reason the normal spell is enhanced by Quicken Spell, which is the sole exception to the rule. This ability do not applies to spells gained by other sources: the ability only works with the specific words and gestures gained by the red mage's connection with magic, so only spells gained through the red mage class can benefit.

Faster Metamagic (Su): Magic can be further modified, or improved, by ways of metamagic: a process in which a spell is altered beyond its regular purpose by adding extra words, gestures, and using spell slots from higher levels. Red Mages are taught ways to simplify these improvement procedures, allowing them to apply metamagic on the spot without the hassle of increasing their casting time.

At 2nd, 4th, 6th, and then every 3 levels after that, a red mage is capable of using a metamagic feat on all spells of a particular spell level without augmenting the casting time. Otherwise, the metamagic feat works as normal, with the same requirement of increased spell slot in order to cast. However, a red mage is still incapable of using Quicken Spell on spontaneously cast spells: the ability only reduces the time it takes to apply the metamagic feat, it does not make it vanish or disappear. Spells enhanced by the Hasten Casting ability cannot be enhanced by metamagic, thus, it is useless to apply metamagic feats to said spells via this ability (a red mage must choose whether to reduce the casting time or apply the metamagic feat faster when casting a spell, not both). This ability do not applies to spells gained by other sources: the ability only works with the specific words and gestures gained by the red mage’s connection with magic, so only spells gained through the red mage class can benefit.

Doublecast (Ex): The red mage's philosophy is simple: he is incapable of learning the powerful spells wizards and sorcerers are capable of casting, because his connection with magic is still a limited one. Yet, he is capable, through intense training, of using a spell twice, or using two different spells, therefore compensating for the lack of potent spells in his repertoire. A red mage’s training allows him to eventually cast two different spells in the same round.

As a full-round action, a red mage may choose two spells whose combined casting time does not exceed a full-round action. The red mage may proceed then to cast the two spells back to back, each targeting the same or different targets. Spells enhanced either by Hasten Casting or Faster Metamagic also apply, and the ability can be used even with spells from other sources: this ability is the fruit of the red mage’s personal training, thus he can adapt this ability to various forms of magic. A red mage, if is capable, may even cast a spell taking a move action, a standard action, and a quickened spell, and even also one that takes a swift or immediate action, so as long as the action do not take more than a full round.


Red Mage Spell List
  1. acid splash, arcane mark, create water, cure minor wounds, dancing lights, daze, detect poison, detect magic, disrupt undead, flare, ghost sound, guidance, inflict minor wounds, light, mage hand, mending, message, open/close, prestidigitation, purify food and drink, ray of frost, read magic, resistance, touch of fatigue, virtue.

  2. alarm, animate rope, bane, bless, burning hands, cause fear, charm person, chill touch, color spray, command, comprehend languages, cure light wounds, deathwatch, detect secret doors, detect undead, disguise self, doom, endure elements, enlarge person, entropic shield, erase, expeditious retreat, feather fall, floating disk, grease, hide from undead, hold portal, hypnotism, identify, jump, mage armor, magic aura, magic missile ,magic stone, magic weapon, mount, obscuring mist, protection from chaos/evil/good/law, ray of enfeeblement, reduce person, remove fear, shield, shocking grasp, silent image, sleep, summon monster I, true strike, unseen servant, ventriloquism.

  3. acid arrow, aid, alter self, arcane lock, augury, bear’s endurance, blindness/deafness, blur, bull’s strength, calm emotions, cat’s grace, command undead, continual flame, cure moderate wounds, darkness, darkvision, daze monster, death knell, delay person, detect thoughts, eagle’s splendor, enthrall, false life, find traps, flaming sphere, fog cloud, fox’s cunning, ghoul touch, glitterdust, gust of wind, hideous laughter, hold person, hypnotic pattern, inflict moderate wounds, invisibility, knock, lesser restoration, levitate, locate object, make whole, magic mouth, minor image, mirror image, misdirection, obscure object, owl’s wisdom, phantom trap, protection from arrows, pyrotechnics, remove paralysis, resist energy, rope trick, scare, scorching ray, see invisibility, shatter, silence, spectral hand, spider climb, sound burst, status, summon monster II, summon swarm, touch of idiocy, web, whispering wind.

  4. arcane sight, blink, clairaudience/clairvoyance, create food and water, cure serious wounds, daylight, deep slumber, deeper darnkness, dispel magic, displacement, explosive runes, fireball, flame arrow, fly, gaseous form, gentle repose, glyph of warding, greater magic weapon, halt undead, haste, heroism, helping hand, hold person, illusory script, inflict serious wounds, invisibility purge, invisibility sphere, keen edge, lightning bolt, magic circle against chaos/evil/good/law, magic vestment, major image, meld into stone, nondetection, phantom steed, protection from energy, rage, ray of exhaustion, remove blindness/deafness, remove disease, searing light, secret page, sepia snake sigil, shrink item, sleet storm, slow, speak with dead, stinking cloud, suggestion, summon monster III, tiny hut, tongues, vampiric touch, water breathing, water walk, wind wall.

  5. air walk, animate dead, arcane eye, bestow curse, black tentacles, charm monster, confusion, contagion, crushing despair, cure critical wounds, death ward, detect scrying, dimensional anchor, dimension door, dismissal, divination, enervation, fear, fire shield, fire trap, freedom of movement, giant vermin, greater invisibility, hallucinatory terrain, ice storm, illusory wall, inflict critical wounds, lesser geas, lesser globe of invulnerability, lesser planar ally, locate creature, mass enlarge person, mass reduce person, minor creation, neutralize poison, phantasmal killer, poison, polymorph, rainbow pattern, remove curse, repel vermin, resilient sphere, restoration, scrying, secure shelter, shadow conjuration, shout, solid fog, spell immunity, stoneskin, stone shape, summon monster IV, wall of fire, wall of ice.

  6. animal growth, baleful polymorph, blight, break enchantment, cloudkill, cone of cold, contact other plane, dismissal, dispel chaos/evil/good/law, disrupting weapon, dominate person, dream, fabricate, false vision, feeblemind, hold monster, insect plague, interposing hand, lesser planar binding, mage’s private sanctum, mage’s faithful hound, magic jar, major creation, mass cure light wounds, mass inflict light wounds, mind fog, mirage arcana, nightmare, overland flight, passwall, permanency, persistent image, prying eyes, raise dead, secret chest, seeming, sending, shadow evocation, slay living, spell resistance, symbol of pain, symbol of sleep, summon monster V, telekinesis, telepathic bond, teleport, transmute mud to rock, transmute rock to mud, wall of force, wall of stone, waves of fatigue.

  7. acid fog, analyze dweomer, animate objects, antilife shell, antimagic field, banishment, blade barrier, chain lightning, circle of death, contingency, control water, create undead, disintegrate, eyebite, find the path, flesh to stone, forceful hand, freezing sphere, geas/quest, globe of invulnerability, greater dispel magic, greater heroism, greater glyph of warding, guards and wards, harm, heal, heroes’ feast, legend lore, mass bear’s endurance, mass bull’s strength, mass cat’s grace, mass cure moderate wounds, mass eagle’s splendor, mass fox’s cunning, mass inflict moderate wounds, mass owl’s wisdom, mass suggestion, mislead, move earth, permanent image, plane shift, planar ally, planar binding, programmed image, repulsion, shadow walk, stone to flesh, summon monster VI, symbol of fear, symbol of persuasion, transformation, true seeing, undeath to death, veil, wall of iron, wind walk, word of recall.




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