PMS Draft - Red Mage

by SilentSoren

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Red Mage

A Miqo'te swordsman faces off with a villain on the run. With no where to run, their infamous criminal turns to fight the red clad hero, falling to their precise and skilled strikes.

A Hyurian mage cloaked in crimson finds a village under fire by the elements themselves, they use their powerful magics to protect their homes and heal their sick, bringing light where before there was only dark.

A Viera strikes a proud pose and calls out loudly to their allies, leading the charge against a group of roaving monsters, it is through the vermilion viera's leadership they claim victory.

Red Mages can trace the history of their kind back to a great reconciling of differences between warring mages, giving rise to great power and legacy of brave and powerful adventurers whose goal was to safeguard the future. Whether it is in the shadows or in the spotlight, Red Mages fight for good and protect those not strong enough to look out for themselves.

Bitter Ends and New Beginnings

The original Red Mages can be traced back to Abalathia's Spine in the mountainous region of Gyr Abania. During the mass flooding of the world during the Sixth Umbral Calamity, survivors from all over gathered. Amongst them were refugees from the warring sorcerous city states of Mhach and Amdapor. These Black and White mages respectively, buried the bad blood between their peoples and combined their knowledge to create a new discipline to bring peace to the world their people had ravaged.

Steel and Sorcery

Red Mages are renown for their combination of magics and swordship. By combining powerful black magic, soothing white magic and stellar steel strikes, they aim to twist the battlefield to their advantage. They are most known for using a rapier which they convert into a staff with ease, using a spell casting focus they affix to the base of their weapons' pommel.

Creating a Class

Red Mages are more than just mages and swordsmen, they are symbols of justice and beloved figures of history in Gyr Albania. Many heroes of legend have taken the red and mastered this tricky balance of disciplines for the betterment of the world. It was the earnest wish of the originators to protect the future for their families and friends. It is this heroic spirit that usually drives the Red Mages to head off on an adventure.

Quick Build

You can make a Red Mage quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Charisma. Second take the Folk Hero background. Third, note the Jolt cantrip and take the Mage Hand cantrip from the Black Mage spell list.

The Red Mage
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Enchanted Blade, Stylish Tricks
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Heroic Style 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Heroic Parry 4 4 2
7th +3 Heroic Style Feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Heroic Riposte 6 4 3 2
11th +4 Heroic Style Feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Hero's Blade 8 4 3 3 1
15th +5 Heroic Style Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Strength of Will 10 4 3 3 3 1
19th +6 Accumulation of Power 11 4 3 3 3 2
20th +6 Acceleration 11 4 3 3 3 2

Class Features

As a Red Mage, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Red Mage level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per red mage level after 1st

Proficiencies


  • Armor: Light armor, Medium Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: none

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Arcana, Deception, Insight, Performance, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a chain shirt or (b) a studded leather and 20 crossbow bolts
  • (a) a rapier
  • (a) a martial weapon or (b) a simple weapon
  • a gemstone or enchanted adornment

Enchanted Blade

You have started your journey into world of sword and spell, and your first step is learning to fill your blade with magic. As a bonus action, you may fill your melee weapon with aether. While you are holding the weapon, you gain a bonus equal to your proficiency bonus to attack rolls and damage rolls with the weapon. This aether stays present in your blade for up to 1 minute.

You may use this feature a number of times equal to your proficiency bonus. You must finish a long rest before you can use it again.

Stylish Tricks

As a part of your early magical studies, you've learned minor magic tricks to assist your practice. You learn the Prestidigitation cantrip.

Fighting Style

At 2nd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons you gain a +2 to damage rolls with that weapon.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By the time you reach 2nd level, you have learned to cast spells beyond small tricks. See chapter 10 of the Player's handbook for the general rules of spellcasting and chapter 3 for the Red Mage spell list.

Cantrips

You learn two cantrips: Jolt and one other cantrip of your choice from the Black Mage or White Mage spell lists. You learn another cantrip of your choice at 10th level.

Spell Slots

The Red Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell ___ and have a 1st-level and a 2nd level spell slot available, you can cast ___ using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the red mage spell list.

The Spells Known column of the Red Mage table shows when you learn more red mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can one new spell of 1st or 2nd level.

Additionally, when you gain a level you can choose one of the red mage spells you know and replace it with another spell from the red mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your red mage spells, since your magic is reliant on your heroic determination. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a red mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Spell attack modifier = your proficiency bonus + your Charisma modifier.

Ritual Casting

You can cast any red mage spell you know asa ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a gemstone or adornment that you attach to any weapon, making that weapon a spellcasting focus for your red mage spells.

Heroic Style

At 3rd level, you can choose a heroic style that you strive to embody as you grow as a hero of sword and spell. Choose Shining Blade, Spellsword, or Battle Rose, all detailed at the end of the class description. The heroic style you choose grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Heroic Parry

Beginning at 6th level, when you are targeted by an attack, as a reaction you can increase your AC against one melee Attack that would hit you by your proficiency bonus. To do so you must see the attacker and be wielding a melee weapon.

Heroic Riposte

Beginning at 10th level, when you are targeted by a melee weapon attack that misses, as a reaction you may make one melee weapon attack against the creature.

Hero's Blade

At 14th level, while under the effect of Enchanted Blade, your melee weapon attacks deal bonus damage equal to your Charisma modifier.

Strength of Will

At 18th level, when you are hit by a weapon attack, before you apply damage, you may use your reaction to gain hit points equal to your charisma modifier + your proficiency bonus. You may recover hit points in this way once. You must complete a long rest before you can use this feature again.

Accumulation of Power

At 19th level, you learn a spell from the Black Mage or White Mage spell list of 7th level or lower. This spell does not count against your spells known and does not use a spell slot to cast. Charisma is your spell casting ability for this spell. You may cast this spell once.

You must complete a long rest before you can cast this spell again.

Acceleration

At 20th level, when you cast a spell as a bonus action, you may use your action to cast a second spell. You may do this three times. You must finish a long rest to use this feature again.

Heroic Paragon

Red Mages are both warriors and spellcasters that are immortalized in the legends of Gyr Albania. These masters of spell and sword are all around adventurers who are able to handle a huge variety of situations with their wide net of skills. Red Mages will often choose an area of focus where they excel, defining their Heroic Style. The Shining Blade are masters of swordplay, capable of moving around the battlefield like a flash of steel. Spellswords place a greater focus on their spell casting, learning to hastily weave magic between their striking attacks. The Battle Rose aims to become the heart of their party, assisting their allies on the battle field, raising everyone around them up. No matter their path though, a Red Mage fights with style and skill in equal measure.

Shining Blade

Red Mages who strive to become peerless swordsmen are known as a Shining Blades. Though they still make a strong use of magic, they rely far more heavily on their sword arm. Turning any weapon into a magical blade, they dash around the battle field doing battle with the forces of evil and rescuing the weak.

Corps-a-corps

At 3rd level, you may use your action to perform a magic fueled rushing attacking, moving towards a creature in a straight line you can see within 30ft. of you. This movement does not provoke attacks of opportunity.

At the end of the movement, you may make a melee weapon attack against the creature. If you move at least 10 feet before making the attack, you gain a bonus equal to your proficiency bonus to the attack's damage roll.

Strategic Speech

At 7th level, when you attempt a Charisma based ability check, you can reroll the die and must use the new roll. You also gain proficiency in one of the following skills: Deception, Intimidation, Perfromance or Persuasion.

Displacement

At 11th level, when you use the disengage action, you may use your bonus action to make a melee weapon attack against a creature within 5ft. of you.

Engagement

At 15th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

Spellsword

Spellswords are Red Mages who have decided to lean more heavily on their magical talents rather than their blades. Their unique approach to magic allows them to quicken the casting of their spells, allowing them to effectively use both magic and martial prowess to overcome a number of obstacles.

Dual Cast

At 3rd level, you've learned to cast any spell with great haste. When you cast a spell with a casting time of one action, you may cast it as a bonus action.

You can hasten spells in this manner a number of times equal to your proficiency bonus. You must complete a long rest before you are able to use this feature again.

Manafication

At 7th level, you have learned how to cast spells more efficiently. Each time you cast a red mage spell, you gain a mana charge. When you cast a spell, instead of expending a spell slot, you may expend a number of mana charges equal to twice the spell's level instead. A spell cast in this way does not generate a mana charge.

When you complete a long rest, any mana charges you have stored dissipate.

Quicksilver Caster

At 11th level, if you deal damage to a creature with a cantrip, if you cast a spell which targets that creature on the same turn, you may empower the spell to make it harder to avoid. You gain advantage on ranged spell attacks against the target and the creature has disadvantage on dexterity saving throws against your spells until the end of your turn.

Battle Hardened Caster

At 15th level, you have advantage on concentration checks.

Battle Rose

Red Mages that support their allies and help the team operate more effectively. These mages who have taken the red are known as Battle Roses, and place themselves as leaders and voices of reason and action amongst their peers. Ensuring their allies can operate at their best and using their silver tongue to win the party as many advantages as possible, Battle Roses may not stand as lone heroes, bu are just as beloved.

Ebb and Flow

At 3rd level, as a bonus action, you may move a willing creature's position in initiative order to act directly after you if they have not acted in this round, or you can change your position in the initiative order to act after a willing creature that has already acted in this round.

You may do this once. You must complete a short or long rest before you use this feature again.

Sure Spoken

At 7th level, when you make a Charisma based ability check, you may choose to do so with advantage.

You may do this a number of times equal to your proficiency bonus. You must complete a long rest before you use this feature again.

Embolden

At 11th level, as a bonus action, you may enchant up to a number of creatures within 30ft. of you. For 1 minute, enchanted creatures deal 1d8 bonus force damage when they make a weapon damage roll.

Pact of the Rose

At 15th level, when you enchant a creature with Embolden, they gain temporary hit points equal to your Charisma modifier + your proficiency bonus.

Miss the Original Red Mage?

If you miss the original Red Mage play style from before Project Meteor Survivor, you can find it HERE!

Red Mage Spells

Original Spells created for FFXIV will be bolded and descriptions will be located after the spell list. Spells that come from official supplemental material to the Player's Handbook will be italicized.

1st Level
  • Absorb Elements
  • Aerora
  • Bane
  • Banish
  • Blizzara
  • Break
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Chromatic Orb
  • Compelled Duel
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Drain
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Expeditious Retreat
  • Faerie Fire
  • Feather Fall
  • Fira
  • Healing Word
  • Jump
  • Longstrider
  • Magic Missile
  • Sleep
  • Stonra
  • Tasha's Hideous Laughter
  • Thunderwave
  • Veraero
  • Verthunder
  • Watera
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Aganazzar's Scorcher
  • Aid
  • Calm Emotions
  • Cloud of Daggers
  • Continual Flame
  • Crown of Madness
  • Earthbind
  • Enhance Ability
  • Enthrall
  • Flameblade
  • Gust of Wind
  • Hold Person
  • Lesser Restoration
  • Levitate
  • Magic Weapon
  • Maximillian's Earthen Grasp
  • Misty Step
  • Pyrotechnics
  • Scorching Ray
  • Shatter
  • Snilloc's Snowball Swarm
  • Suggestion
  • Thundara
  • Verfire
  • Verstone
  • Warding Wind
  • Zone of Truth
3rd Level
  • Aeroga
  • Banishga
  • Blizzaga
  • Blink
  • Catnap
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Erupting Earth
  • Firaga
  • Fireball
  • Fly
  • Haste
  • Lightning Bolt
  • Magic Circle
  • Mass Healing Word
  • Melf's Minute Meteors
  • Revivify
  • Sending
  • Stonga
  • Thundaga
  • Thunder Step
  • Verflare
  • VerHoly
  • Wall of Sand
  • Wall of Water
  • Waterga
  • Wind Wall
4th Level
  • Charm Monster
  • Confusion
  • Dominate Beast
  • Elemental Bane
  • Fire Shield
  • Otiluke's Resilient Sphere
  • Sickening Radiance
  • Stoneshape
  • Stokeskin
  • Storm Sphere
  • Wall of Fire
5th Level
  • Aeroja
  • Bigby's Hand
  • Blizzaja
  • Circle of Power
  • Cone of Cold
  • Control Winds
  • Destructive Wave
  • Dominate Person
  • Firaja
  • Flame Strike
  • Geas
  • Hold Monster
  • Holy
  • Immolation
  • Maelstrom
  • Mass Cure Wounds
  • Modify Memory
  • Steel Wind Strike
  • Stonja
  • Thundaja
  • Transmute Rock
  • Wall of Stone
  • Waterja

Aerora (Aero II)

1st-level evocation


  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Druid, Sorcerer, White Mage, Wizard

You manipulate wind aether to create a ragging vacuum at a point you can see within range. The vacuum is a 10ft. radius sphere that disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. Any creatures in the area must succeed on a Dexterity saving throw or take 3d8 thunder damage or half as much on a successful save.

At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Aeroga (Aero III)

3rd level evocation


  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Druid, Sorcerer, White Mage, Wizard

You manipulate wind aether to create a savage burst of wind at a point you can see within range. The ravaging windstorm is a 20ft. radius sphere. All creatures in the area must succeed on a Strength saving throw or take 6d8 thunder damage and be knocked 20ft. straight backwards from the center point. On a success all creatures take half the damage and suffer no other effect.

At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Aeroja (Aero IV)

5th level evocation


  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: Concentration, Up to 1 minutes
  • Classes: Bard, Druid, Sorcerer, White Mage, Wizard

You conjure a swirling vortex of wind aether that tears at all creatures inside. The vortex forms in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. When a creature enters the spell's area for the first time on a turn or starts its turn there, they must succeed on a Strength saving throw or take 3d6 thunder damage and 3d6 slashing damage, and half as much on a success.

On each of your turns after you cast this spell, you can use an action to move the vortex 60 feet in any direction.

At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the thunder damage increases by 2d6 for each slot level above 5th.

Banish

1st-level evocation


  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Red Mage, White Mage

Light energy converges on a creature you can see within range. The creature makes a dexterity saving throw. This energy erupts with great force, searing the target creature with 3d6 radiant damage on a failed save and half as much on a successful save.

At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 2nd.

Banishga (Banish II)

3rd level evocation


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Red Mage, White Mage

You manipulate aether into blades of light which rain down on all hostile creatures in a 60ft. radius centered on yourself. Each creature must succeed on a Dexterity saving throw, taking 8d6 radiant damage on a failure and half as much on a success. If a creature is a Fiend or Undead, they take an additional 8 radiant damage. This damage is not reduced on a successful saving throw.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Blizzara (Blizzard II)

1st level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Black Mage, Druid, Red Mage, Sorcerer, Wizard

You release a burst of ice aspected aether around yourself in a 10ft. radius circle. Each creature in range must succeed on a Dexterity saving throw or take 3d6 cold damage and become restrained. On a success creatures take half as much much and are not restrained. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Blizzaga (Blizzard III)

3rd level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Black Mage, Druid, Red Mage, Sorcerer, Wizard

You manipulate ice aether to create a localized blizzard at a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one. The ground within the blizzard becomes coated in slick ice for 1 minute or until melted. A creature traversing the slick ice at more than half speed is required to make a DC 15 Acrobatic check at the start of the movement. Failure causes the creature to fall prone at the start of the movement.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Blizzaja (Blizzard IV)

5th level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Black Mage, Druid, Red Mage, Sorcerer, Wizard

You manipulate ice aether to create a massive shard of ice which falls on a creature or object you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 30 feet of it must succeed on a Dexterity saving throw or take 8d8 cold damage. The ground within the affected area becomes difficult terrain for 1 minute or until melted.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Break

1st-level Enchantment


  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist, Black Mage, Red Mage, Sorcerer, Warlock, Wizard

You cast a hex on a creature you can see within range. The creature must succeed on a Charisma saving throw, taking 3d4 force damage on a failure and their speed is reduced by 30ft. for 1 minute. The creature takes half the damage and suffers no additional effects on a success. On the creature's turn, they may reattempt the saving throw, removing the hex on a success.

At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Drain

1st-level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instaneous
  • Classes: Black Mage, Reaper, Red Mage, Sorcerer, Warlock

You forcefully draw the life force from a creature within range. The target creature makes a Charisma saving throw against your spell save DC, taking 1d8 necrotic damage on a failure and half as much on a success. You recover hit points equal to half the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Fira (Fire II)

1st level evocation


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Black Mage, Druid, Red Mage, Sorcerer, Warlock, Wizard

You gather a small globe of unstable fire aether and launch it towards a target creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. Hit or miss, the globe then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the secondary fire damage increases by 1d6 for each slot level above 1st.

Firaga (Fire III)

3rd level evocation


  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Black Mage, Druid, Red Mage, Sorcerer, Warlock, Wizard

You ignite the area around a target creature you can see within range. The target creature must succeed on a Dexterity saving throw or take 6d8 fire damage and are ignited, and take half as much damage and suffer no other effects on a success. At the start of the creature's turn they are burned for 2d6 fire damage. On their turn they may use their action to repeat the saving throw, ending the burning effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the burning fire damage increases by 1d6 for each slot level above 3rd.

Firaja (Fire IV)

5th level evocation


  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Black Mage, Druid, Red Mage, Sorcerer, Warlock, Wizard

You create a spherical cage of fire with a radius of 20ft. that instantly incinerates all those trapped inside at a location you can see within range. All creatures in the affected area must succeed on a Dexterity saving throw or take 6d8 fire damage and become ignited, or take half as much damage and suffer no additional effects on a success. At the start of the creature's turn they are burned for 2d8 fire damage. On their turn they may use their action to repeat the saving throw, ending the burning effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial fire damage increases by 1d8 for each slot level above 5th.

Holy

5th-level evocation


  • Casting Time: 1 action
  • Range: self (10ft. radius, caster immune)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Red Mage, White Mage

You let loose an orb of radiant energy which floats above you for a moment before exploding with great force. All creatures within range must make a Constitution saving throw. Creatures take 6d8 radiant damage and are stunned for one round on a failed save, and take half as much and resist the stun effect on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Jolt

cantrip evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Red Mage

You create a shard of crystallized aether which streaks toward a creature they can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.

At higher levels. The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.

Stonra (Stone II)

1st level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Red Mage, Wizard, White Mage

You manipulate earth aspected aether in the land at a location within range causing a cluster of stalagmites to burst upwards at the location. All creatures in a 5ft. radius circle must succeed on a Dexterity saving throw or take 3d8 bludgeoning damage and are knocked prone. On a success, an affected creature takes half the damage and is not knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d8 for each slot level above 1st.

Stonga (Stone III)

3rd level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Red Mage, Wizard, White Mage

You manipulate earth aspected aether to create 4 spears of stone anywhere you can see within range. The 4 spears travel in a straight line converging on a point within range. Any creature between the a stone spear and the convergence point must succeed on a Dexterity saving throw or take 2d6 Bludgeoning damage, taking half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional stone spear for each slot level above 3rd.

Stonja (Stone IV)

5th level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Druid, Red Mage, Wizard, White Mage

You manipulate earth aspected aether cause the land in a 20ft. square to raise 20ft. into the air. You can select the speed of the ascension to change the effect of the spell. If you choose to raise the area slowly, creatures in the area are harmlessly raised to the platform's height.

If you choose to raise the area quickly, all creatures in the affected area must succeed on a Constitution saving throw or take 6d6 bludgeoning damage and be knocked prone, or take half as much damage and suffer no other effects on a success. You may maintain concentration to keep the platform raised, or return the ground to its original state afterwards.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the quick ascension deals an additional 2d6 bludegoning damage for each slot level above 5th.

Thundara (Thunder II)

2nd level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Black Mage, Druid, Red Mage, Sorcerer, Wizard

You launch of bolt of lightning aspected aether at a target of your choice you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, one additional bolt leaps from the first target to another target for each slot level above 2nd.

Thundaga (Thunder III)

3rd level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Black Mage, Druid, Red Mage, Sorcerer, Wizard

You launch an unstable sphere of lightning aspected aether at a target of your choice you can see within range. Make a ranged spell attack. On a hit, the sphere deals 4d8 lightning damage. The sphere then explodes in a 10ft. radius sphere. All creatures in range must succeed on a Dexterity saving throw or take 3d8 lightning damage, and half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the explosion increases by 1d8 for each slot level above 3rd.

Thundaja (Thunder IV)

5th level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Black Mage, Druid, Red Mage, Sorcerer, Wizard

You manipulate lightning aether to create a mass orb of electrical energy at a location you can see within range that hovers in place for the duration. Any creature hostile to you that moves to a space within 20 feet of the orb for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 lightning damage on a failed save and half as much on a successful one. The orb vanishes when it has dealt a total of 80 damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum total damage of the orb increases by 20 for each slot level above 5th.

Veraero

1st level evocation


  • Casting Time: 1 bonus action
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Red Mage, Wizard

You fill your spell casting focus with wind aspected aether and cause the area around a creature you can see within range to burst. The creature must succeed on a Dexterity saving throw or take 2d8 thunder damage. If the target creature has already taken damage during your turn, it take an additional 2d6 force damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Verfire

2nd level evocation


  • Casting Time: 1 bonus action
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Red Mage, Wizard

You fill your spell casting focus with fire aspected aether and let loose a streaking bolt of fire at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 fire damage. If the target creature has already taken damage during your turn, it take an additional 2d6 force damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Verflare

3rd level evocation


  • Casting Time: 1 bonus action
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Red Mage, Wizard

You recklessly manipulate aether and cause a localized explosion of fire aether in a 10ft. radius sphere at a location you can see within range. All creatures within the area must succeed on a Dexterity saving throw or take 6d8 fire damage. If any of the reatures have already taken damage this turn, it take an additional 2d8 force damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Verholy

3rd level evocation


  • Casting Time: 1 bonus action
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Red Mage, Wizard

You hastily manipulate light aspected aether to cause an eruption of light beneath an enemy within range. All creatures in a cylinder with a radius of 10ft. and 30ft. high must succeed on a Dexterity saving throw or take 6d8 radiant damage. If any of the creatures have already taken damage this turn, they take an additional 2d8 force damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Verstone

2nd level evocation


  • Casting Time: 1 bonus action
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Red Mage, Wizard

You create two stone spears at two unoccupied locations within range. The spears then travel in a straight line toward a point within range. All creatures in the path of a stone spear must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage.

If a creature is at the destination of the stone spears, they attempt one Dexterity saving throw for all of the stone spears but take damage from all stone spears you created. They take half the damage on a successful saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional spear for each slot level above 1st.

Verthunder

1st level evocation


  • Casting Time: 1 bonus action
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Red Mage, Wizard

You hastily rain lightning aether down in a cylinder with a height of 30ft. and 5ft. radius you can see within range. All creatures in the affected area must succeed on a Dexterity saving throw or take 3d6 lightning damage, taking half as much on a succeed. If a creature has already taken damage on your turn, they take an additional 2d6 force damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Watera (Water II)

1st level evocation


  • Casting Time: 1 bonus action
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Red Mage, White Mage, Wizard

You release a focused burst of water at a creature you can see within range. The target must succeed on a Strength saving throw or take 3d6 bludgeoning damage and fall prone or be pushed back 30ft (your choice). Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 30 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Waterga (Water III)

3rd level evocation


  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: concentration, up to a minute
  • Classes: Druid, Red Mage, White Mage, Wizard

You create an aquatic prison around a large or smaller creature you can see within range. The target creature must succeed on a Dexterity saving throw or take 3d10 cold damage and be engulfed in a bubble which acts as a prison of water, taking half damage and suffering no other effects on a success. The engulfed creature can't breathe, is restrained, and takes 3d10 cold damage at the start of each of their turns.

An engulfed creature can try to escape by taking an action to attempt a Strength saving throw against your Spell save DC. On a success, the creature manages to pop the bubble, freeing itself.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d10 for each slot level above 3rd.

Waterja (Water IV)

5th level evocation


  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Red Mage, White Mage, Wizard

You conjure a powerful geyser at a location you can see within range. The area is a 20ft. radius cylinder which stands 40ft. high. All creatures in the affected area must succeed on a Strength saving throw or take 6d8 bludgeoning damage and be thrown 20ft. straight back, from the closest edge of the geyser, and take half as much damage and suffer no other effects on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

 

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