Red Mage
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"Let no one think that flexibility and a predisposition to compromise is a sign of weakness or a sell-out." — Paul Kagame


Overview

AKA: Freelancer, Red Wizard
Red mages combine attack spells, healing spells, and general combat ability into one attractive, versatile package. They are adaptable enough to play whatever role is demanded of them on the fly, though this fluidity comes at a price: their potency is diminished. Not that most red mages would mind. To those who delve into this path, the ability to react to any threat is much more significant than the ability to only do one thing well. However, rather than waiting to unleash the mightiest of spells, red mages act quickly, blasting weaker spells more often. Their feat selection also culls from the enhancement and ailment spells of both white and black magic, allowing them to work on weakening an enemy or empowering their allies.

Base Statistics

These are the basic statistics for anybody with White Mage set as their main job.

HP 20 Weapon Power 1d8 Weapon Type Swords
MP 20 Spell Power 1d8 Armor Type Light Armor
Job Bonus +1 Spell Power, +1 Weapon Power Job Tree Fencer/Machinist

Basic Abilities

Characters with Red Mage as their main job gain the following abilities.

X-Magic Limit Break You can cast four spells, each one at QUADRUPLE SPELL POWER.

Skills

Characters with Red Mage as their main job can use the following skills.

Explore Agility: Red mages get through rough terrain with grace and poise.
Social Spirit: Red mages are frequently charming and persuasive.
Knowledge Intelligence: Red mages are schooled in methods of magic and worldly knowledge as well.

Red Magic

Red Mages gain the following powers as they gain job levels. The three main divisions are attacking spells (Black), healing spells (White), and spells dealing with magic in general (Manna)

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1: Manna: Refresh

Refresh restores MP over time, keeping the target's magic in good supply.

Refresh Spell 1 A
5 MP
Bestows Refresh on one ally.

2: Black: Fire

The Fire spell is a basic magical attack spell.

Fire Spell 1 A
15 MP
This deals SPELL POWER Fire damage to one enemy.

3: White: Cure

The Cure spell is a basic magical restorative spell.

Cure Spell 1 A
15 MP
This Holy effect heals SPELL POWER HP for one ally.

4: Manna: Rasp

Rasp prevents an enemy from casting spells by damaging their MP.

Rasp Spell 1 A
15 MP
This reduces one enemy's MP by SPELL POWER.

5: Black: Blizzard

Blizzard deals more damage, but has a higher magic cost than other spells.

Blizzard Spell 1 A,
20 MP
This deals SPELL POWER +5 Ice damage to one enemy.

6: White: Esuna

Esuna removes one status effect from an ally.

Esuna Spell 1 A,
15 MP
One status ailment is removed.

7: Manna: Seal

Seal prevents an enemy from using spells.

Seal Spell 2 A
20 MP
Deal SPELL POWER Holy damage and roll 1d20
On a roll of 10 or better, the enemy gains Seal.

8: Black: Thunder

Thunder deals damage to a broader swath than other spells, summoning a storm.

Thunder Spell 1 A
15 MP
This deals HALF SPELL POWER Lightning damage to all enemies.

9: White: Raise

Raise revives KO'd party members, but leaves them weak.

Raise Spell 1 A
20 MP
This Holy effect revives one KO'd party member, with ONE-QUARTER MAXIMUM HP HP.

10: Manna: Dispel

Dispel strips an enemy of all their enhancements.

Dispel Spell 3 A
30 MP
This deals TRIPLE SPELL POWER Shadow damage to one enemy and removes all enhancements that they have.

Epic: Red: Dualcast

Dualcast allows the red mage to cast any two spells they know, using only one action.

Dualcast Tech 1 A Choose two spells with a casting time of 1 A, and cast them both, spending MP normally.

Feats

Red mages can customize their abilities with feats, gaining new abilities and options.

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Rank I

Charm: Sleep

Prerequisite: Red Mage Level 1
A red mage can put an enemy temporarily out of comission

Sleep [Ability] Spell 1 A
10 MP
Deal SPELL POWER Holy damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy gains Sleep.

Hex: Blind

Prerequisite: Red Mage Level 1
A red mage with Blind can inhibit enemy's attacks with shadow and darkness.

Blind [Ability] Spell 1 A
10 MP
Deal HALF SPELL POWER shadow damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy gains Umbra.

Ward: Shield

Prerequisite: Red Mage Level 1
A red mage can defend allies from physical attacks with a shield of holy light.

Shield [Ability] Spell 1 A
10 MP
Bestows Protect on one ally.

Ward: Veil

Prerequisite: Red Mage Level 2
A red mage can protect allies from magic assault with a veil of holy light.

Veil [Ability] Spell 1 A
10 MP
Bestows Shell on one ally.

Increase: Courage

Prerequisite: Red Mage Level 3
A red mage with this feat learns to empower their allies' physical attacks.

Courage [Ability] Spell 1 A
10 MP
Bestows Bravery on one ally.

Increase: Wisdom

Prerequisite: Red Mage Level 4
A red mage with this feat learns to empower their allies's magical attacks.

Wisdom [Ability] Spell 1 A
10 MP
Bestows Faith on one ally.

Rank II

Charm: Muddle

Prerequisite: Red Mage Level 5
A red mage can bewilder an enemy into attacking others.

Muddle [Ability] Spell 2 A
20 MP
Deal DOUBLE SPELL POWER Holy damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy gains Confuse.

Hex: Shrink

Prerequisite: Red Mage Level 5
A Red Mage with this feat learns a spell that transforms the enemy into a tiny little gnome.

Shrink [Ability] Spell 2 A
20 MP
Deal DOUBLE SPELL POWER Gravity damage and roll 1d20.
On a roll of 10 or better, this inflicts Mini.

Ward: Rampart

Prerequisite: Red Mage Level 6
A red mage can defend all allies from physical attacks with a shield of holy light.

Rampart [Ability] Spell 2 A
20 MP
Bestows Protect on all allies.

Ward: Curtain

Prerequisite: Red Mage Level 7
A red mage can protect allies from magic assault with a veil of holy light.

Curtain [Ability] Spell 2 A
20 MP
Bestows Shell on all allies.

Rank III

Charm: Charm

Prerequisite: Red Mage Level 8
This feat teaches a red mage a spell that turns an enemy to his side.

Charm [Ability] Spell 3 A
30 MP
Deal TRIPLE SPELL POWER Holy damage and roll 1d20.
On a roll of 10 or better, this inflicts Charm.

Hex: Toad

Prerequisite: Red Mage Level 8
A Red Mage with this feat learns a spell that transforms the enemy into a frog.

Toad [Ability] Spell 3 A
30 MP
Deal TRIPLE SPELL POWER Water damage and roll 1d20.
On a roll of 10 or better, this inflicts Frog.

Increase: Confidence

Prerequisite: Red Mage Level 8
A red mage with this feat learns to empower every allies' physical attack.

Confidence [Ability] Spell 3 A
30 MP
Bestows Bravery on all allies.

Increase: Insight

Prerequisite: Red Mage Level 9
A red mage with this feat learns to empower every allies' magical attack.

Insight [Ability] Spell 3 A
30 MP
Bestows Faith on all allies.

Epic

Hex: Necromancy

Prerequisite: Red Mage Epic Level
A Red Mage with this feat learns a spell that transforms the enemy into a shambling, hungry, corpse.

Necromancy [Ability] Spell 4 A
40 MP
Deals QUADRUPLE SPELL POWER Shadow damage. If the enemy is KO'd from that damage, they gain Zombie.

Ward: Mirror

Prerequisite: Red Mage Epic Level
The pinnacle of protective magic turns a foe's pernicious attacks back against them.

Mirror [Ability] Spell 4 A
40 MP
Bestows Reflect on an ally.
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