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Red Mage Abilities

Red Mages

Ability Name Description Other Notes
     
White Magic lvl. 1-4 The Red Mage gains access to levels 1-4 White Magic  
Black Magic lvl. 1-4 The Red Mage gains access to levels 1-4 Black Magic  
Create Element The Red Mage is now able to create a small amount of any element for most any non-combat situation. This can be used to create a small fire, a small gust of wind, or even light up or darken a room. Elements requires 1 MP to create.  
Purify The Red Mage is able to cure one random status ailment on himself or an ally. Example: Red Mage is afflicted with Poison, Blind, and Mute. Numbers are assigned to each of these elements, 1-3 respectively. In this case, a 1d3 is rolled. A 2 is rolled. In this instance, Blind is cured. If used next turn, a 1d2 would be used for Poison and Mute. Numbers can be assigned however the player wishes.
Counter Magic When a spell that only targets the Red Mage is cast, successful or not, if the Red Mage has the same spell, he may immediately (free action) cast the same spell back at the enemy for double the MP cost. Example: Black Mage casts Fire on Red Mage. Red Mage knows fire, so after the spell connects, Red Mage counters with his own Fire for 8 MP. Next round, Black Mage casts Ice. Red Mage doesn't know Ice so he can't counter.
Pray The Red Mage prays to her gods, hoping to receive an answer in the form of healing or other forms of support. When used, roll 1d10. Results are as follows:
1-4 = Prayer is not heard
5-6 = Restores 5d4+WillpowerXMDC HP to the party
7-8 = Casts "Esuna" on the party.
9-10 = 5d4+WillpowerXMDC Holy damage to enemy party.
Mana Bolt The Red Mage is able to produce a bolt of raw mana to strike at foes from a distance. Costs 1 MP to use. 1d6 + Wisdom X MDC non-elemental damage. Has range of a bow.
Disperse The Red Mage is now able to use certain spells on multiple targets at once. Some examples of dispersible spells are Fire, Ice, Bolt, and Cure.
Guard When used in battle, the Red Mage is completely invincible to physical damage. Lasts until the Fighter's next turn.  
Nullify When used in battle, the Red Mage is completely invincible to magical damage. Lasts until the Red Mage's next turn. Can be used as the player's action for the round before initiative is even rolled.


Sages

Ability Name Description Other Notes
     
White Magic lvl. 5-7 The Red Mage gains access to levels 5-7 White Magic White Magic lvl. 1-4 must be learned first.
Black Magic lvl. 5-7 The Red Mage gains access to levels 5-7 Black Magic Black Magic lvl. 1-4 must be learned first.
Mirror Cast The Red Mage can, in one round, cast one black spell and then one white spell, or vice versa. Example: The Red Mage could cast Fire on an enemy and then cast Cure on himself.

White Magic lvl. 1-4, 5-7, and Black Magic lvl. 1-4, 5-7 must be learned first.
Mana Transfer This allows the Red Mage to give some of his own MP to fellow party members. To use, simply declare that you want to transfer x amount of MP to someone. This ability can be used in between rounds as a free action.
MP Turbo This allows the Red Mage to intensify the power of any spell he casts. In return for doubling any spell's MP cost, the effects of said boosted spell are increased by 50% (round down) as well as Wisdom and MDC. Magery is unaffected. Example: A mage with 10 Wisdom and X2 MDC casts Fire 1 (4d6 damage). If he powers it up with MP Turbo, it is now a Fire 1 spell which deals 6d9 damage + 15 Wisdom X3 MDC.


Blue Mages

Ability Name Description Other Notes
     
Blue Magic The Red Magic can now cast Blue Magic. Blue Magic is a special form of magic, whose spells are learned via getting struck by certain enemy special attacks.

A Red Mage may only keep 10 Blue spells at a time.
Observation The Red Mage can now learn new Blue spells simply by observing the attack. Chance to learn via observation is 25%

Blue Magic must be learned first.
Scan The Red Mage can accurately determine just how strong a monster is. Works just like the "Scan" spell.  
True Blue The Red Mage better understands how to cast Blue Magic. A Red Mage can now keep up to 15 Spells in memory.

Blue Magic must be learned first.
Memorize The Red Mage better understands how to cast Blue Magic A Red Mage can now keep any Blue spell learned beyond the limit stored in memory. These memorized spells can be swapped with active spells. This may only be done while resting (at an inn, at camp, etc.)

Blue Magic must be learned first.


Magitek Knights

Ability Name Description Other Notes
     
HP Runic When used, the Red Mage will absorb the first spell thrown into the air by anyone and absorb the damage/healing it would have caused and convert it into HP for himself. Once used, Runic lasts until it is triggered. Then, if desired, it may be reactivated. For spells that don't do damage, use their MP cost for the HP gained.
MP Runic When used, the Red Mage will absorb the first spell thrown into the air by anyone and absorb the MP used to cast it as MP for himself. Once used, Runic lasts until it is triggered. Then, if desired, it may be reactivated.  
Combat Upgrade Ups Red Mage's HP/level die from 1d8 to 1d10. Red Mage gains one extra weapon proficiency. New proficiency is at the same skill level as the characters least proficient weapon.
Runic Disperse The Red Mage can now share the HP/MP gained from Runic with friends. To use, declare how many friends will benefit. The base number will then be split and divided evenly (rounding down) among said allies.

HP Runic and MP Runic must be learned first.
Improved Runic The Red Mage's Runics now no longer absorb the spells of allies. HP Runic and MP Runic must be learned first.


Engineers

Ability Name Description Other Notes
     
Invent/Build The Red Mage can now use his crafting skills to create special weapons, armor, and other items, including vehicles and robots. When building, use the appropriate crafting skills. Some examples of engineer creations are auto-crossbows, airships, and robots. What can be created is left to the imagination of the Red Mage and the discretion of the DM.
Tools The Red Mage now has a special weapon proficiency reserved for some of her more bizarre creations that don't seem to fit into any of the normal weapon categories. Tools also covers special engineer created throwing weapons. Examples of "Tools" include Bio-Blasters and Debillitators.

Invent/Build must be learned first.
Maintenance The Red Mage is now impervious to all "Break" and "Steal" techniques.  
Equip Firearms The Red Mage can now use firearms with great skill. Adds "Firearms: 15" to the Red Mage's proficiency list.

Tools must be learned first.
Change Equip The Red Mage can now quickly change her gear with little difficulty in the middle of a battle. The Red Mage can change any number of pieces of equipment in one round without using your turn.

Maintenance must be learned first.


Beastmasters

Ability Name Description Other Notes
     
Capture The Red Mage now has the ability to capture a weakened monster and do whatever she pleases with it, be it keep it to raise as your own or whatever else the Beastmaster may have in mind. Chance of success is determined by the DM. Conditions such as environment, remaining HP/MP, and status ailments will affect capture chances.
Control The Red Mage now has the ability to force any enemy to do their bidding temporarily through the use of intimidation. 25% chance of success. The controlled monster is used as if the Red Mage has an extra character to control. Control ends when said monster is struck by anything or the Beastmaster willfully ends it.
Monster Talk The Red Mage is now able to understand and speak the language of any monster or beast.  
Morph The Red Mage now has the amazing ability to morph into the very monsters she has captured before. Morphs are learned by befriending a captured monster and slowly but surely learning the "ins and outs" of said monster. The process may take weeks to learn one morph, depending on the monster. Morphed stats are the same as their respective monsters. Morphs can be performed both in and out of combat. Morphing requires 1 round. Monster Talk and Capture must be learned first.
Secret Hunt The Red Mage now has an improved ability concerning refining deceased beasts into more useful items. This may only be used if the Red Mage deals the death blow to a beast. Animals refined by a successful Secret Hunt produce much better items than normal. Skinning and refining still take the same amount of time as before.


Chemists

Ability Name Description Other Notes
     
Throw Item The Red Mage can now use items on anyone from a distance thanks to the use of special air-burst pouches specially designed by Chemists. The "Item" command can now be used at the same range as a boomerang.
Mix The Red Mage is able to brew special potions and elixirs that can not be found in normal shops. The Red Mage can also take very plain ingredients and make something great out of them.  
Medicine Items used by a Red Mage can now be split among as many friends/enemies as he wishes. Effects of said potions are fractioned respectively. Only items such as Potions and Ethers can be used with Medicine. Example: A potion split among two people would heal each person by 25 HP. If split among 4, it would heal 12 each (all numbers are rounded down). If combined with Double Effect, items like Antidotes can be split to work on up to 4 people at once.
X-Item The Red Mage has become so proficient with using items that he can now use two items a round. All other Chemist abilities must be learned first.
Double Effect The effects of any item are now doubled. If used in conjunction with medicine, an elixir can function as a megaelixir.

Medicine must be learned first.