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As he gains levels, a red mage learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a red mage gains one ruby arcana. He gains an additional ruby arcana for every three levels of red mage attained after 3rd level. Unless specifically noted in a ruby arcana’s description, a red mage cannot select a particular ruby arcana more than once. Ruby arcana that affect spells can only be used to modify spells from the red mage spell list unless otherwise noted.

Table: Ruby Arcana

Ruby ArcanaPrerequisitesBenefits
Accurate Strike (Ex)Red Mage 9The red mage can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.
Aquatic Agility (Su)Red Mage 6As an immediate action, the red mage can spend 1 point from his arcane pool to gain the benefits of water breathing for 1 round per level. During this time, he can ignore the effects of rough water and underwater combat on his attacks and movement.
Arcane Accuracy (Su)The red mage can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.
Arcane Cloak (Su)The red mage can expend 1 point from his arcane pool to add his Charisma bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.
Arcane Dealer (Su)Red Mage 6The red mage gains the Deadly Dealer feat, even if he does not meet the prerequisites. He can use his arcane pool to grant a deck of cards an enhancement bonus as though it were a ranged weapon with 54 pieces of ammunition. The red mage must use either Arcane Strike or his arcane pool to enhance the cards in order to use them as weapons.
Arcane Edge (Su)Red Mage 9The red mage can expend 1 point from his arcane pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Charisma modifier (minimum 0).
Arcane Power Weapon (Su)Red Mage 6, Spell Combat class featureWhen attacking with a melee power weapon, the red mage can use spell combat with it by increasing the action taken to a full-round action and by spending 1 point from his arcane pool (if it already is a full-round action it only costs the point).
Arcane Redoubt (Su)As a swift action, the red mage can expend 1 point from his arcane pool to treat his shield bonus to AC (including any enhancement bonus) as a bonus to touch AC until the beginning of his next turn.
Arcane Redoubt, Greater (Su)Red Mage 12, Arcane Redoubt ruby arcanaWhenever the red mage uses his arcane redoubt ruby arcana, he may spend an additional point from his arcane pool in order to apply his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an effect requiring a Reflex save while using this power, he may spend 2 points from his arcane pool as an immediate action to grant himself evasion, or 4 points to grant himself improved evasion.
Arcane Scent (Ex)The red mage can sniff out other spellcasters. By spending 1 point from his arcane pool, the red mage gains the scent special quality for 1 hour per red mage level. This scent can only detect creatures capable of casting spells or using spell-like abilities. Additionally, while this effect persists, the red mage can attempt a Spellcraft check as a move action to determine the highest level spell a detected creature is capable of casting (DC 10 + the creature’s caster level). The red mage can only attempt this Spellcraft check once per creature per 24 hours.
Bane Blade (Su)Red Mage 15Whenever the red mage enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the bane special ability to the weapon.
Broad Study (Ex)The red mage selects another one of his spellcasting classes. The red mage can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class.
Brutish Arcana (Ex): Str 15The red mage may use the spell combat ability with two-handed weapons. Taking his hand off of a weapon and taking hold of it again with two hands are both free actions that can be done as part of the full attack to cast his spell as part of the spell combat ability. However, the red mage takes an additional -2 penalty to attack rolls when doing so, and his full attack ends after he casts the spell, even if he would normally have more attacks to make.
Cautious Arcana (Ex)When using spell combat to cast a spell with an area of effect, a red mage can exclude a number of squares equal to his Charisma modifier.
Circle of Order (Su)Red Mage 9As a swift action, the red mage can spend 1 point from his arcane pool to fortify his defenses against chaotic attacks. This grants him a dodge bonus to his AC equal to half his red mage level (maximum +10 at 20th level) against chaotic-aligned attacks and effects and outsiders with the chaotic subtype until the beginning of his next turn.
Concentrate (Ex)The red mage can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The red mage must take the second roll, even if it is worse. The red mage can use this ability once per day.
Critical Strike (Su)Red Mage 12Whenever the red mage scores a critical hit with a melee weapon, he may cast a spell with a range of touch as a swift action, then make a touch attack with that spell against the target of the critical hit as a free action. The red mage can use this ability once per day.
Devoted Blade (Su)Red Mage 12Whenever the red mage enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add either the abyssal, anarchic, axiomatic, holy, shining, or unholy special ability to the list of available options. A red mage may only add one of these abilities if it matches his own alignment.
Dispelling Strike (Su)Red Mage 9The red mage can spend 1 or more points from his arcane pool as a swift action to imbue his weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel using the red mage’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of arcane pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Disruptive (Ex)The red mage gains Disruptive as a bonus feat.
Divinatory Strike (Su)Whenever the red mage scores a critical hit against an opponent with a melee attack, he can gain preternatural insight into his foe’s strengths and weaknesses as though he had rolled a natural 20 on a Knowledge check to identify the creature struck. Any bonuses or penalties the red mage normally applies to such a Knowledge check are applied to this ability, including his Intelligence modifier, ranks in the requisite Knowledge skill, and other applicable modifiers. Depending on the final calculated outcome of this ability and the CR of the creature struck, the red mage may still be unable to glean information about his enemy. This ability works even if the red mage has already attempted a Knowledge check to identify the creature.
Enduring Blade (Su)Red Mage 6Whenever the red mage enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to increase the duration to 1 minute per red mage level.
Empowered Magic (Su)Red Mage 6The red mage can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the MP cost or the level of the spell.
Familiar (Ex)Red Mage 3. Must be chosen at 3rd level.The red mage who selects this talent gains the Familiar feat.
Ghost Blade (Su)Red Mage 9Whenever the red mage enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options.
Hasted Assault (Su)Red Mage 9The red mage can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the red mage and lasts for a number of rounds equal to the red mage’s Charisma bonus.
Heavily Armored Mage (Ex)Red Mage 12, Armored MageThe red mage gains proficiency with heavy armor and can cast red mage spells in heavy armor without incurring the armor's normal spell failure chance.
Ki Arcana (Ex)Red Mage 6, levels in a class that grants a ki poolThe red mage may use points from his arcana pool and ki points from a ki pool granted by another class interchangeably.
Lingering Pain (Su)The red mage can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack. All damage from that attack is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the red mage’s next turn.
Maneuver Mastery (Ex)The red mage has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he uses his red mage level in place of his base attack bonus (in addition to any base attack bonus gained from other classes). A red mage can select this ruby arcana more than once. Its effects do not stack. Each time he selects this arcana, he selects another combat maneuver.
Maximized Magic (Su)Red Mage 12The red mage can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the MP cost or the level of the spell.
Natural Spell Combat (Ex)The red mage can use his spell combat class feature with a natural attack of his choice. If he does, he gains a +2 bonus on concentration checks. If the natural attack is made with an appendage that would normally hold a weapon (such as a claw attack), the red mage cannot wield a weapon in that appendage while making natural attacks with it. If the natural attack is a bite or other attack that does not require a free appendage to make, the red mage can use the natural attack in addition to all of the attacks he could make with his melee weapon, if he has one. A red mage can select this arcana more than once. The bonus on concentration checks does not stack. Each time he selects this arcana, he selects another natural weapon. For example, a red mage could select this arcana twice, choosing claw attacks and bite attacks. This would allow him to use a full-round action to make all of his claw attacks with his free hand and all of his bite attacks in addition to casting a spell. This arcana otherwise functions exactly like the spell combat class feature.
Planar Hunter (Ex)Red Mage 9Whenever the red mage enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the planar special ability to his weapon, or 2 additional points to add the phase locking special ability.
Pool Strike (Su)The red mage can expend 1 point from his arcane pool as a standard action to charge his free hand with elemental energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of elemental damage (earth, fire, ice, lightning, water, or wind chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.
Pool Strike, Arcing (Su)Red Mage 12, Pool Strike ruby arcanaThe red mage can expend 1 additional point from his arcane pool when using the pool strike arcana. If his attack hits, the red mage can target a number of enemies within 15 feet equal to his Charisma modifier (minimum 0) with a ranged touch attack as a free action. Those struck take the same elemental damage as the primary target of the pool strike, including increased damage on a critical hit.
Pool Strike, Clinging (Su)Red Mage 9, Pool Strike ruby arcanaThe red mage can expend 1 additional point from his arcane pool when making a pool strike. A single target of his pool strike takes elemental damage as normal from the pool strike and also takes half this amount of damage at the beginning of its turn on the following round.
Prescient Attack (Su)Red Mage 6The red mage can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the red mage’s attacks until the end of the red mage’s next turn.
Prescient Defense (Su)Red Mage 9The red mage can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of his enemy’s intentions. The red mage gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0) against attacks by that opponent until the beginning of his next turn.
Quickened Magic (Su)Red Mage 15The red mage can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the MP cost or the level of the spell.
Reach Magic (Su)The red mage can cast one spell per day as if it were modified by the Reach Spell feat. This doesn’t increase the spell’s level or MP cost.
Reflection (Su)Red Mage 15The red mage can sacrifice 1 or more points from his arcane pool as an immediate action to reflect a spell back at its caster. This functions as reflect, but only if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent.
Restless Scholar (Su)Red Mage 6The red mage can go without eating or drinking for a number of days equal to his Charisma modifier before he must make Constitution checks to avoid nonlethal damage. Additionally, he can spend 8 hours studying his spells instead of sleeping. This confers the same benefit as an 8 hour rest, but he is awake the entire time.
Rod Mastery (Su)Whenever the red mage uses a rod, he calculates the DC for any spell it contains using his Charisma modifier (minimum 0) instead of the minimum modifier needed to cast a spell of that level.
Rod Wielder (Su)The red mage adds his Charisma bonus (minimum 0) on caster level checks made to overcome spell resistance when using a spell contained within a rod.
Ruby Finesse (Ex)A red mage with this ruby arcana gains Weapon Finesse as a bonus feat. In addition, he can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the red mage from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier. The red mage can select a second weapon at 12th level and a third at 19th level.
Scroll Mastery (Su)Red Mage 6Whenever the red mage uses a scroll, he may expend 1 point from his arcane pool to allow him to calculate the DC for any spell contained on the scroll using his Charisma modifier, instead of the minimum modifier needed cast a spell of that level.
Silent Magic (Su)The red mage can cast two spells per day as if they were modified by the Silent Spell feat. This does not increase the MP cost or the level of the spell.
Spell Blending (Ex)When a red mage selects this arcana, he must select one spell from the black or white mage spell list that is of a red mage spell level he can cast. He adds this spell to his list of red mage spells known as a red mage spell of its black or white mage spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level red mage spell he can cast. A red mage can select this ruby arcana more than once.
Spell Shield (Su)The red mage can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Charisma modifier until the end of his next turn.
Spell Trickery (Ex)Red Mage 12When the red mage successfully performs a dirty trick combat maneuver, he can cast an illusion or enfeebling spell with a casting time of 1 standard action or less as a swift action.
Spell-Scars (Ex)The red mage can use special scar-based tattoos called spell-scars on his skin to cast spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The red mage does not need to be able to see his spell-scar to use it. A red mage has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).
Spellbreaker (Ex)Red Mage 9The red mage gains Spellbreaker as a bonus feat.
Still Magic (Su)The red mage can cast two spells per day as if they were modified by the Still Spell feat. This does not increase the MP cost or the level of the spell.
Surecast (Su)Combat Casting featThe red mage exercises caution when in danger, casting his spells with more care. While in a threatened square, he may choose to spend a full-round action to cast a spell, with a casting time of standard action or less. Doing so allows him to cast the spell without needing to cast defensively.
Throwing Arcana (Su)Whenever the red mage enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the returning and throwing abilities to the list of available weapon special abilities. When the red mage throws a weapon enhanced by his arcane pool and hits a foe, he regains 1 arcane pool point. The red mage can regain a number of arcane pool points per day equal to his Charisma modifier in this way. If he throws his held weapon and draws another in the same round, he can enhance the newly drawn weapon with his arcane pool as a free action instead of a swift action.
Wand Mastery (Su)Whenever the red mage uses a wand, he calculates the DC for any spell it contains using his Charisma modifier, instead of the minimum modifier needed to cast a spell of that level.
Wand Wielder (Su)The red mage can activate a materia, wand, or staff in place of casting a spell when using spell combat.
Wave Step (Sp)Red Mage 6As a swift action, a red mage can spend 1 point from his arcane pool and gain the effects of a water walk spell for 10 minutes per red mage level. If he expends 2 points from his arcane pool, he can affect a total number of touched creatures equal to his red mage level