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# Red Mage ## 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 plus Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) plus Constitution modifier per level #### Proficiencies ___ - **Armor:** Light - **Weapons:** Simple weapons, rapiers, scimitars and short swords ___ - **Saving Throws:** Wisdom, charisma - **Skills:** Choose three from Arcana, Acrobatics, Athletics, Deception, History, Insight, Intimidate, Persuasion and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a rapier or (b) any simple weapon - an arcane focus - (a) a scholar's pack or (b) an explorer's pack - Leather armor Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. ### Multiclassing as a Red Mage Prerequisite | Proficiencies gained | :--- | :----- | | Charisma 13 | Light armour, rapiers, scimitars and short swords |
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##### Red Mage | Level | Proficiency Bonus | Features | Enchanted Damage | |:---:|:---:|:---|---:| | 1st | +2 | Red Magic, Enchanted | 1d6 | | 2nd | +2 | Dual Cast, Manafication | 1d6 | | 3rd | +2 | Red Mage Practice, Suave | 1d6 | | 4th | +2 | Ability Score Improvement | 1d6 | | 5th | +3 | Red Magic improvement, Zwerrchau | 1d6 | | 6th | +3 | Practice feature | 2d6 | | 7th | +3 | Tales of Daring-Do | 2d6 | | 8th | +3 | Ability Score Improvement | 2d6 | | 9th | +4 | Red Magic improvement | 2d6 | | 10th | +4 | Practice feature | 2d6 | | 11th | +4 | Redoublement | 3d6 | | 12th | +4 | Ability Score Improvement | 3d6 | | 13th | +5 | Red Magic improvement | 3d6 | | 14th | +5 | Practice feature | 3d6 | | 15th | +5 | Manafont | 3d6 | | 16th | +5 | Ability Score Improvement | 4d6 | | 17th | +6 | Red Magic improvement | 4d6 | | 18th | +6 | Practice feature | 4d6 | | 19th | +6 | Ability Score Improvement | 4d6 | | 20th | +6 | Perfect Charm | 4d6 |
\pagebreak #### Red Magic You practice a very specific form of magic, harnessing destructive power that lingers in your steel and body. This feature grants you access to a specific selection of spells. These spells are not cast with spell slots like traditional spells. These spells are cantrips for most purposes. If a spell or feature interacts with a spells level, such as *Counterspell*, any red magic spells you cast are considered to be of a level equal to half of your proficiency bonus. ##### Spells Known You learn the *Jolt*, *Veraero*, *Verbarrier* and *Verthunder* spells. You learn additional spells at 5th level and again at 9th, 13th and 17th levels. These additional spells are found in the Red Magic section later in this document. ##### Spellcasting Ability Charisma is your spellcasting ability for Red Magic spells. You use your Charisma modifier whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Red Magic spell you cast and when making an attack roll with one.
**Red Magic Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Red Magic spell attack modifier** =
your proficiency bonus +
your Charisma modifier
##### Spellcasting Focus You require an arcane focus to cast Red Magic spells. #### Enchanted Your magic lingers in your body and weapons, eager to be released in the heat of combat. When you cast a Red Magic spell you become Enchanted until the end of your next turn. While Enchanted, your melee weapon attacks deal 1d6 additional force damage. This damage is increased as shown on the Red Mage class table. While Enchanted you can use your Charisma for attack and damage rolls instead of your Strength or Dexterity when wielding a weapon with the Finesse property. Additionally, while Enchanted your weapon attacks are magical for the purposes of overcoming damage resistance and immunity. #### Dual Cast Starting at 2nd level, you weave your magics together into a devastating helix. When you cast a Red Magic spell with an action, you can cast another Red Magic spell as a bonus action so long as you meet that spells Dualcast Trigger. Red Magic spells have specific triggers or costs to qualify for this feature which will be detailed in their description. \columnbreak #### Manafication Starting at 2nd level, you have learned to hold the different aspects of your unique magic. A Red Magic spell will state in it's description if it is aspected Black, White or Unaspected. When you cast a Black aspected spell you gain a charge of Black Mana. When you cast a White aspected spell, you gain a charge of White Mana. You can hold up to 3 charges of Black Mana and White Mana. These charges last until spent or until you finish a short or long rest. #### Red Mage Practice Starting at 3rd level, you have developed a particular practice for wielding your magics. Choose a Practice from later in this document. Your choice will grant you features at 3rd level and again at 6th, 10th, 14th and 18th level. #### Suave Starting at 3rd level, your panache and confidence allow you to fake it with a shocking degree of success. When you make an ability check you can use your Charisma modifier instead of the ability score you would otherwise use. You can use this feature a number of times equal to your proficiency bonus and regain those uses on finishing a long rest. #### Ability Score Improvement When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat. #### Zwerrchau Starting at 5th level, you have developed advanced combat techniques which are enhanced by the lingering mana in your body. When you take the Attack action while Enchanted you can spend one Black Mana and one White Mana to make an additional attack as a part of that action. #### Tales of Daring-Do Starting at 7th level, you can regal folks with only slightly embelished tales of your grand adventures. If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. \pagebreak #### Redoublement Starting at 11th level, your enchanted combat techniques have reached a fever pitch. When you use your Zwerrchau feature you can spend one additional Black Mana and White Mana to make an additional attack as a part of that action, for a total of two additional attacks. #### Manafont Starting at 15th level, you can tap into deep inner reserves of mana, formed from long practice. You can use a bonus action to gain three charges of Black Mana and three charges of White Mana. You can use this feature once and regain that use on finishing a long rest. #### Perfect Charm At 20th level, you exude confidence, style and swift power. Your Charisma score increases by 4. Your maximum for this score is now 24. ## Red Mage Practice You have begun to develop your own means of manipulating mana and have begun to practice turning it to your particular ends. Each Red Mage follows some shared fundementals but the practical application is as individual as the mage who practices it. They can be broadly lumped into those who skew towards channeling black mana, thse who channel white mana and those who prefer expressions in melee combat. ### Crimson Mage You have a natural inclination towards channeling Black Mana, which lends itself naturally to devestating magical artillery. #### Practiced Magic Your magical studies have given you insights into different forms of spellcasting. You learn the *Minor Illusion* and *Thaumaturgy* cantrips. Charisma is your spell casting ability for these spells. #### Crimson Magic When you gain two Black Mana in one turn, you can choose for one of those to be converted to a White Mana. When you cast *Jolt* as a bonus action you can gain one Black Mana. When you deal damage with a spell you can spend a Black Mana to increase that damage roll by 1d8. You can spend multiple Black Mana in this way. #### Accelerate Starting at 6th level, you can channel large amounts of magic quickly. You can use this feature to cast *Verfire*, *Verstone* or *Jolt II* as a bonus action. You can use this feature once and regain that use upon rolling initiative. \columnbreak #### Disrupt Starting at 10th level, you can channel mana into your foes, disrupting their patterns and flow. When a creature can see makes an attack roll within 60 feet of you, you can use a reaction to spend a Black Mana. Your target gains disadvantage on attack rolls until the end of this turn. #### Reprise Starting at 14th level, your collected mana lashes out from your weapons. When you spend Mana while taking the Attack action, attacks made as a part of that action gain a reach of 30 feet and score a critical hit on a 19 or 20. #### Dark Cross At 18th level, you can channel your collected mana into a devastating and dramatic crescendo. Use an action to spend all of your Black Mana and White Mana and choose a point within 60 feet. Creatures of your choice within 15 feet of this point take 4d12 force damage. This damage is increased by 4d12 per charge of Black Mana spent as a part of this action. In addition, creatures of your choice within this area regain 2d6 hit points. This healing is increased by 1d6 per point of White Mana spent as a part of this action. You can use this feature once and regain that use on finishing a long rest. ### Vermillion Mage You have a natural inclination towards channeling white mana, which leads you towards a more support based kind of magic. #### Practiced Magic Your magical studies have given you insights into different forms of spellcasting. You learn the *Druidcraft* and *Guidance* cantrips. Charisma is your spell casting ability for these spells. #### Vermillion Magic Whehn you gain two White Mana in one turn you can choose for one of those to be converted to Black Mana. When you cast *Verbarrier* as a bonus action you can gain one White Mana. When you are Enchanted, if you or an ally within 30 feet takes damage you can use a reaction to spend a White Mana to reduce that damage by 1d10. You can spend multiple White Mana s a part of this reaction. #### Embolden Starting at 6th level, your verve and support pushes your allies to greater heights. When you gain a White Mana you can let out an emboldening cry. You and creatures of your choice within 30 feet become Emboldened until the end of your next turn. An Emboldened creature adds your proficiency bonus to any damage rolls they make. You can use this feature once and regain that use upon rolling initiative. \pagebreak #### Invigorate Starting at 10th level, you can use your white mana to help push yourself and allies beyond your limits. You can spend a White Mana when you or an ally within 30 feet that you can see makes an attack roll. You or your target gains advantage on that attack roll. Your target then regains a number of hit points equal to your proficiency bonus. #### Awash With Light Starting at 14th level, when you release your mana in the heat of combat you eurpt in soothing light. When you spend Mana while taking the Attack action, each attack you make restores hit points to you or a creature within 30 feet who can see you. The number of hit points restored is equal to your proficiency bonus. #### Bright Cross At 18th level, you can channel your collected mana into a glorious and dramatic crescendo. Use an action to spend all of your Black Mana and White Mana and choose a point within 60 feet. Creatures of your choice within 15 feet of this point regain 3d12 hit points. This hit points restored are increased by 3d12 per charge of White Mana spent as a part of this action. In addition, creatures of your choice within this area take 2d12 force damage. This damage is increased by 2d12 per point of Black Mana spent as a part of this action. You can use this feature once and regain that use on finishing a long rest. ### Scarlet Mage You come alive in the heart of melee combat, spell and steel woven into a glorious tapestry. You are a beautiful and terrifying force on the battlefield. #### Practiced Magic Your magical studies have given you insights into different forms of spellcasting. You learn the *Prestidigitation* and *Friends* cantrips. Charisma is your spell casting ability for these spells. #### Spell Fencing You do not suffer disadvantage when making a ranged apell attack against a creature within 5 feet. While Enchanted, you gain a bonus to your AC equal to your Charisma modifier so long as you are wearing light or no armor and not wielding a shield. While enchanted, when you can cast *Jolt* as a bonus action after taking the Attack action. #### Rush of Combat You draw your mana not just from your spells, but from the rush and roil of combat. Once per turn, when you reduce a creature to 0 hit points, you can gain one Black Mana or one White Mana. \columnbreak #### Fleche Starting at 6th level, you can push your advantage when bearing down on a foe. When you spend Mana as a part of the Attack action, you can use a bonus action to make a special Fleche attack. This attack uses your Charisma modifier for attack and damage rolls, has a reach of 30 feet and deals force damage equal to your Enchanted damage. You are proficient in this attack. Making this attack extends your Enchanted condition for an additional turn. #### Revelry Starting at 10th level, your success in combat drives you ever onward. When you reduce a creature to 0 hit points with a melee weapon attack you can gain two Black Mana and two White Mana. #### Contre Sixte Starting at 14th level, you are adept at pushing every advantage you have. When you make your Fleche attack each creature within 5 feet of your target takes 2d6 force damage plus your Charisma modifier. Additionally, you can make a Fleche attack as a bonus action when you spend two or more mana while casting a spell. #### Resolution At 18th level, you can pour all your accumulated mana into a dazzling flurry of pinpoint attacks. Use an action to spend all of your Black Mana and White Mana. You make a number of weapon attacks equal to the number of White Mana spent in this way. These attacks deal damage to your target and to one other creature of your choice within 30 feet. These attacks deal an additional 2d6 force damage per Black Mana spent as a part of this action. You can use this feature once and regain that use on finishing a long rest. \pagebreak ## Red Magic Spells Listed below are the Red Magic spells, divided by the level you learn them. These levels are not the same as spell levels and are instead the level required in this class to learn that spell. In addition to a traditional spell block, Red Magic spells contain two additional properties. **Dualcast Trigger** is the required action or cost for that spell to be cast using the Dualcast feature. **Aspect** defines whether that spell is Black aspected, White aspected or Unaspected. Some spells will have a casting time of **Special**. These spells require an action to cast but only take effect at the start of your next turn. You may only cast one spell with a casting time of Special per turn. ### 1st Level ___ **Jolt** ___ **Veraero** ___ **Verbarrier** ___ **Verthunder** ### 5th level ___ **Scatter** ___ **Verfire** ___ **Verstone** ___ **Veraero II** ___ **Verthunder II** ### 9th Level ___ **Jolt II** ___ **Vercure** ___ **Verdrain** ### 13th Level ___ **Impact** ___ **Veraero III** ___ **Verthunder III** ### 17th Level ___ **Scorch** ___ **Verflare** ___ **Verholy** \columnbreak #### Jolt *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Unaspected - **Dualcast Trigger:** Cast a spell as an action ___ You strike a targeted with a blast of raw magical power. Make a ranged spell attack against a creature within range. On a hit, your target takes 1d4 force damage. This spells damage die increases when you reach higher levels, increasing by 1d4 at 5th level (2d4), 11th level (3d4) and 17th level (4d4) #### Veraero *Evocation cantrip* ___ - **Casting Time:** Special, you can spend one Black Mana to reduce this to 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** White - **Dualcast Trigger:** Cast *Jolt* as an action, or spend one White Mana as a part of the bonus action to cast this spell ___ You conjure a scathing blast of wind to tear at your foe. Choose one creature within range. Your target makes a Dexterity saving throw. On a failure, they take 1d6 slashing damage. This spells damage die increases when you reach higher levels, increasing by 1d6 at 5th level (2d6), 11th level (3d6) and 17th level (4d6) #### Verbarrier *Anjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Unaspected - **Dualcast Trigger:** Cast *Jolt*, *Veraero* or *Verthunder* as an action ___ You errect a shimmering barrier to ward off attacks. Choose a creature in range. Your target gains 1d6 plus your Charisma modifier temporary hit points. This number of temporary hit points increases when you reach higher levels, increasing by 1d6 at 5th level (2d6), 11th level (3d6) and 17th level (4d6) \pagebreak #### Verthunder *Evocation cantrip* ___ - **Casting Time:** Special, you can spend one White Mana to reduce this to 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Black - **Dualcast Trigger:** Cast *Jolt* as an action, or spend one Black Mana as a part of the bonus action to cast this spell ___ You blast a target with a bolt of lightning. Make a ranged spell attack against a creature within range. On a hit, your target takes 1d6 lightning damage. This spells damage die increases when you reach higher levels, increasing by 1d6 at 5th level (2d6), 11th level (3d6) and 17th level (4d6) #### Scatter *Evocation cantrip* ___ - **Casting Time:** Special - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Unaspected - **Dualcast Trigger:** Cast a Black or White aspected spell as an action ___ You cause an eruption of raw magical force to engulf a target. make a ranged spell attack against a creature within range. On a hit, your target takes 2d6 force damage and each other creature within 5 feet of your target takes force damage equal to your proficiency bonus. This spells damage die increases when you reach higher levels, increasing by 1d6 at 11th level (3d6) and 17th level (4d6) #### Verfire *Evocation cantrip* ___ - **Casting Time:** Special, you can spend one Black mana to reduce this to 1 action. - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Black - **Dualcast Trigger:** Spend two Black Mana as a part of the bonus action to cast this spell. ___ You hurl a scorching blast of flame. make a ranged spell attack against a creature within range. On a hit, your target takes 2d8 fire damage. This spells damage die increases when you reach higher levels, increasing by 1d8 at 11th level (3d8) and 17th level (4d8) \columnbreak #### Verstone *Evocation cantrip* ___ - **Casting Time:** Special, you can spend one White mana to reduce this to 1 action. - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** White - **Dualcast Trigger:** Spend two White Mana as a part of the bonus action to cast this spell. ___ You cause the earth to erupt viciously, bludgeoning your target. Choose one creature within range. Your target makes a Constitution saving throw. On a failure, they take 2d8 bludgeoning damage. This spells damage die increases when you reach higher levels, increasing by 1d8 at 11th level (3d8) and 17th level (4d8) #### Veraero II *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** White - **Dualcast Trigger:** Spend mana to cast a spell as an action ___ You conjure a swirling eddy of wind to tear at your foes. Choose one creature within range. Your target makes a Dexterity saving throw. On a failure, they take 2d4 slashing damage and each other creature within 5 feet of you target takes slashing damage equal to your proficiency bonus. This spells damage die increases when you reach higher levels, increasing by 1d4 at 11th level (3d4) and 17th level (4d4) #### Verthunder II *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Black - **Dualcast Trigger:** Spend mana to cast a spell as an action ___ You conjure an explosion of jagged lightning to shock your foes. make a ranged spell attack against a creature in range. On a hit, your target takes 2d4 thunder damage and each other creature within 5 feet of you target takes lightning damage equal to your proficiency bonus. This spells damage die increases when you reach higher levels, increasing by 1d4 at 11th level (3d4) and 17th level (4d4) \pagebreak #### Jolt II *Evocation cantrip* ___ - **Casting Time:** Special, you can spend one Black Mana and one White Mana to reduce this to 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Unaspected - **Dualcast Trigger:** Spend one Black Mana and one White Mana as a part of the bonus action to cast this spell. ___ You blast a target with a staggering shock of raw magic. make a ranged spell attack against one creature in range. On a hit, your target takes 2d12 force damage. On a miss, your target takes 2d4 force damage. This spells damage die increases when you reach higher levels, increasing by 1d12 and 1d4 respectively at 11th level (3d12 or 3d4) and 17th level (4d12 or 4d4) #### Vercure *Evocation cantrip* ___ - **Casting Time:** 1 hour, you can spend two White Mana to reduce this to 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** White - **Dualcast Trigger:** Spend two White Mana as a part of the bonus action to cast this spell. ___ You channel your magics into a restorative balm. Choose a creature within range. Your target regains 2d8 plus your Charisma modifier hit points. #### Verdrain *Evocation cantrip* ___ - **Casting Time:** Special, you can spend two Black Mana to reduce this to 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Black - **Dualcast Trigger:** Spend two Black Mana as a part of the bonus action to cast this spell. This is reduced to one Black Mana if you cast *Verdrain* as an action. ___ You drain vitality from a foe. Choose a target within range. Your target takes 2d8 plus your Charisma modifier necrotic damage on a failure, half as much on a success. After casting this spell, at the end of your turn you gain a number of temporary hit points equal to the total damage dealt by the *Verdrain* spell this turn. \columnbreak #### Impact *Evocation cantrip* ___ - **Casting Time:** Special - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Unaspected - **Dualcast Trigger:** Cast a *Veraero II* or *Verthunder II* as an action. ___ A violent bloom of magic erupts at a point you choose within range. Each creature in a 5 foot radius sphere of the point you choose must make a Constitution saving throw. On a failure, they take 3d6 force damage. This spells damage die increases when you reach higher levels, increasing by 1d6 at 17th level. #### Veraero III *Evocation cantrip* ___ - **Casting Time:** Special - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** White - **Dualcast Trigger:** Cast *Jolt II* as an action ___ You conjure a swirling, vicious torrent of air to flay your foe. Choose a creature within range. Your target makes a Dexterity saving throw. They take 3d8 slashing damage on a failure, half as much on a success. This spells damage die increases when you reach higher levels, increasing by 1d8 at 17th level (4d8) #### Verthunder III *Evocation cantrip* ___ - **Casting Time:** Special - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Black - **Dualcast Trigger:** Cast *Jolt II* as an action ___ You hurl a brutal bolt of lightning to devestate your foe. make a ranged spell attack against a creature in range. On a hit, your target takes 3d8 lightning damage. On a miss, your target takes 3d4 lightning damage. This spells damage die increases when you reach higher levels, increasing by 1d8 and 1d4 respectively at 17th level (4d8 or 4d4) \pagebreak #### Scorch *Evocation cantrip* ___ - **Casting Time:** Special, you can spend three Black Mana and three White Mana to reduce this to 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Unaspected - **Dualcast Trigger:** Spend two Black Mana and two White Mana as a part of the Attack action. ___ You coalesce and compress the excess mana in the area, super heating your target. Choose a creature in range. Your target makes a Dexterity saving throw, taking 12d4 force damage on a failure, half as much on a success. Each creature within 5 feet of your target takes 4d4 force damage. #### Verflare *Evocation cantrip* ___ - **Casting Time:** Special, you can spend three Black Mana and three White Mana to reduce this to 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Unaspected - **Dualcast Trigger:** Spend two Black Mana and two White Mana as a part of the Attack action. ___ You detonate the excess mana in the area, causing a devastating eruption that leaves your target scarred. make a ranged spell attack against a creature in range. On a hit your target takes 10d6 fire damage and is Flared until the end of your next turn. A Flared creature takes additional damage from spell attacks equal to your proficiency bonus. #### Verholy *Evocation cantrip* ___ - **Casting Time:** Special, you can spend three Black Mana and three White Mana to reduce this to 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ - **Aspect:** Unaspected - **Dualcast Trigger:** Spend two Black Mana and two White Mana as a part of the Attack action. ___ You diffuse the excess mana in the area into a vibrant burst of light and heat. Choose a creature within range. Your target makes a Dexterity saving throw suffering 8d6 radiant damage on a failure, half as much on a success. Your target begins to Glow until the end of your next turn. The first attack a creature makes against a Glowing creature is made at advantage. \pagebreak ## Playing a Red Mage Playing as a Red Mage can be a daunting prospect. At the outset they seem complicated and finicky with a lot to keep track off. In practice, however, you will find them versatile and powerful, able to throw out a barrage of spells only to leap into combat and deliver decisive frontline blows. They are also skilled off the battle field, with a wide range of available skills and Suave allowing them to bolster their abilities as needed. The most important thing to understand as a Red Mage is mana generation and management. As you cast spells, you accrue either Black or White mana. You can spend this mana on either casting more powerful spells or to enhance your melee attacks. This leads to a building crescendo in combat, as you start by slinging minor spells and become more powerful the more spells you cast. It's important to identify the role you wish to play in your party and plan accordingly. A Red Mage is versatile and can fill many roles, but given their nature as a building crescendo might find themselves having to divert path as your mana gets spent where it's needed. The different Practices allow you to fill different roles while still building your crescendo. - **Magical Artillery** All Red Mages are capable of dealing good damage with their spells, indeed they must deal damage to build towards their other abilities. If you wish to lean into your role as magical artillery then you should pick Crimson Mage as your Practice. This allows you additional ways to gain Black Mana as well as a means of ensuring you can focus on attacking your foes with the appropriate spells without worrying about overcharging on Black Mana. *Jolt* becomes your best friend, granting you a Black Mana when cast as a bonus action. Since it is the easiest spell to Dualcast you should always have access to Black Mana. - **Support Caster** Red Mages all have access to some nice support options but the Vermillion Mage takes this to a much higher level, allowing them to focus primarily on assisting their allies while still building their mana stores. *Verbarrier* becomes a more attractive option in your hands, allowing you to keeps your allies in the fight while still throwing out some respectable damage. In particularly brutal battles you can spend your Mana defensively, allowing your team to hold out against superior odds. This along with your Embolden feature can turn a losing fight into a rousing victory. - **Spellblade/Gish** Red Mage is a fantastic spellblade, weaving between spell slinging and sword swinging in a way few can match. Scarlet Mage is the natural choice for this role, neatly sidestepping the greatest issues found among spellswords. You can feely cast ranged spells in combat, and you gain some additional staying power while you are Enchanted, allowing you to comfortably step onto the front lines. Your mana generation is not as potent as the other Practices but once you accrue that mana you are truly devastating. \columnbreak #### Mana Example and Strategies Jim is a 2nd level Red Mage. He is in a fight against a 3 goblins. Jim is first to act, so he casts Jolt as an action and Verthunder as a bonus action, killing a goblin. Huzzah. He now has 1 Black Mana. The two goblins charge him, so on his next turn, he spends that Black Mana to cast Veraero as an action, gaining one White Mana which he immediately spends to cast Veraero again as a bonus action. This takes down one of goblins, but the remaining goblin takes a swing with it's scimitar. Ouch! Now with a foe right in his face, Jim swings his rapier at the last goblin. Since he is Enchanted, this attack deals an additional 1d6 force damage, which is enough to dispatch his final foe. Jim stands victorious! ##### Mana building The default combo for building mana is *Jolt* into *Veraero* for White Mana or *Verthunder* for Black Mana. A Vermillion Mage add *Verbarrier* to that list as a means of generating White Mana. A Crimson Mage gains a Black Mana when casting *Jolt* as a bonus action, allowing them to build at least one Black Mana on every turn. A Spell Fencer gains Mana by defeating foes as well as by casting spells. ##### Mana Swapping If you find yourself with a surfeit of one kind of mana, you can spend it to cast either *Veraero* or *Verthunder* as an action, which grants you a Mana of the opposite colour. ##### Mana Spending You gain more and more ways to spend mana as you gain levels. In the early levels you will be spending them to allow you to cast better spells like *Verfire* and *Verstone*, which deal good damage but keep your mana levels stable. You can also spend them on Zwerrchau, a psueo-Extra Attack feature that allows you to deal massive damage in melee in conjunction with your Enchanted feature. ##### Mana Saving As you reach higher and higher levels you gain access to some truly potent spells and features so long as you build enough mana to use them. You will need to consider wisely whether to spend your mana for an immediate effect, or save them up for a decisive payoff.