Red Mage....Revision #2

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SaintNiddle
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Red Mage....Revision #2

Post by SaintNiddle »

Trying to create a Red Mage because I love the class in the original Final Fantasy. Help in tweaking and developing would be much appreciated. It seems overpowered at the moment, but it's difficult to do justice to such a jack of all trades.

Revision #2

First one was still a little over-powered. Thoughts on this one?

-------------------------------------------------------------------

Red Mage

Viewed as an anomaly, red mages are not looked on favorably by almost any spell casting society. Blending a natural affinity for combat with a serious dabbling in spellcasting, these rare mages make formidable foes.

HD - d6

XP - Working out the chart still

Wis + Int must both be prime

CANNOT MULTICLASS

Weapons - Any one handed + bows

Armor - Padded Armor, Leather Coat

Shield - Buckler

Spells - Casts Red Magic, which consists of two colors. Black Magic focuses on offense and White Magic focuses on healing and support. A Red Mage can cast spells in the allowed armor. However, both spells per day and spell lists are substantially limited and he gets no bonus spells due to high ability scores. The spell lists represent the bare-bones "essence" of the magic.

Lvl BtH Special

1 - 0 - Decipher Script, Sense Aura

2 - 1 - Combat Casting

3 - 2 -

4 - 2 -

5 - 3 - Enhance Attack

6 - 4 -

7 - 5 -

8 - 5 -

9 - 6 -

10 - 7 - Transformation

11 - 8 -

12 - 8 -

13 - 9 - Chain Spell

Decipher Script - As per the Player's Guide

Sense Aura - (1 + Wis Mod) times per day

- By spending thirty seconds concentrating on a single item or person, a Red Mage can see if it has any aura surrounding it and a general sense of it's strength

Combat Casting - Even if the Red Mage's Constitution is not prime, any concentration checks involving disruption of spellcasting are treated as prime.

Enhance Attack - (1/2 lvl) times per day - single attack

- Add +2 enhancement bonus to hit and +1d4 chosen elemental damage

Transformation - Upon reaching 10th level, a Red Mage falls into a deep sleep for 48 hours and cannot be woken up. Upon awakening, the mage learns that he has aged 10 years and is close to fully realizing his powers. He gains a +2 to ALL Wisdom and Intelligence based checks and gains the ability to use chain armors and medium sized shields.

Chain Spell - As a full round action, the Red Mage gains the ability to make a non level-based check against his Wis (for White Magic) or his Int (for Black Magic). If successful, he can cast two spells of the same color that round. He can use this ability a number of times equal to his level/5. If unsuccessful, he wastes the attempt and only the first spell is cast, the other spell is lost.

Spells- spells per day Must be evenly divided between Black and White magic

Level------0------1------2------3------4------5------6-------7

1-----------2------2

2-----------4------2

3-----------4------4

4-----------4------4------2

5-----------6------4------2

6-----------6------6------4

7-----------6------6------4------2

8-----------6------6------4------2

9-----------6------6------6------4

10---------6------6------6------4------2

11---------6------6------6------4------2

12---------6------6------6------6------4

13---------6------6------6------6------4------2

14---------6------6------6------6------4------2

15---------6------6------6------6------6------4

16---------6------6------6------6------6------4------2

17---------6------6------6------6------6------4------2

18---------6------6------6------6------6------6------4

19---------6------6------6------6------6------6------4------2

20---------6------6------6------6------6------6------4------2

Spell Lists -

White Magic

0- First Aid, Detect (Chaos/law/good/evil), Detect Poison, Endure Elements

1- Cure Light Wounds, Protection from (chaos/law/good/evil), Resist Elements, Sanctuary

2- Delay Poison, Detect Traps, Lesser Restoration, Remove Paralysis

3- Cure Serious Wounds, Dispel Magic, Magic Circle Against (chaos/law/good/evil), Remove Blind/Deaf, Remove Curse, Remove Disease

4- Freedom of Movement, Healing Circle, Neutralize Poison, Restoration

5- Cure Critical Wounds, Death Ward, Dispel (chaos/law/good/evil), Raise Dead, True Seeing

6- Banishment, Heal, Find the Path, Word of Recall

7- Greater Restoration, Regenerate, Resurrection, Repulsion

Black Magic

0- Detect Magic, Dancing Lights, Mage Hand, Prestidigitation

1- Burning Hands, Magic Missile, Sleep, Shocking Grasp, Summon Familiar

2- Acid Arrow, Darkness, Ray of Enfeeblement, Scare, Shatter

3- Fireball, Hold Person, Lightning Bolt, Summon Lesser Monster

4- Charm Monster, Dimension Door, Fear, Fire Shield, Ice Storm, Wall of Fire, Wall of Ice

5- Cone of Cold, Summon Monster, Telekinesis, Teleport, Wall of Force, Wall of Iron, Wall of Stone

6- Chain Lightning, Disintegrate, Globe of Invulnerability, Mass Suggestion

7- Delayed Blast Fireball, Finger of Death, Power Word: Stun, Summon Greater Monster, Teleport Without Error

---------------------------------------------------------------------------

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Go0gleplex
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Post by Go0gleplex »

Thoughts that come to my mind;

xp progression: Average between Cleric and mage +100, so 2nd level would be roughly 2501, and go from there.

specify what class abilities are gained when, leaving it up to choice could be problematical for play as well as balance.

spells...

List looks okay. progression might be off a bit. Maybe a progression like...

Level------0------1------2------3------4------5------6-------7

1---------1/1----1/1

2---------2/1----2/1

3---------2/2----2/2

4---------2/2----2/2----1/0

5---------3/2----2/2----1/1

6---------3/3----2/2----2/1

7---------3/3----2/2----2/2

8---------3/3----2/2----2/2----1/0

9---------3/3----2/2----2/2----1/1

10-------3/3-----2/2----2/2----2/1

11-------3/3-----2/2----2/2----2/2

12-------3/3-----3/2----2/2----2/2----1/0

13-------3/3-----3/2----2/2----2/2----1/1

14-------3/3-----3/2----2/2----2/2----2/1

15-------3/3-----3/2----3/2----2/2----2/2

16-------3/3-----3/2----3/2----2/2----2/2----1/0

17-------3/3-----3/2----3/2----2/2----2/2----1/1

18-------3/3-----3/2----3/2----2/2----2/2----2/1----1/0

19-------3/3-----3/2----3/2----3/2----2/2----2/2----1/1---1/0

20-------3/3-----3/2----3/2----3/2----2/2----2/2----2/1---1/1

allow the player to specify if they are taking an arcane path or a divine path with their spells...which would present some variation in the class. With the ability to wear armor, expanded weapons, and cross-over abilities their spell progression should be slower and have fewer spells slots than a 100% mage or cleric.
_________________
The obvious will always trip you up FAR more than the obscure.

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High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."

SaintNiddle
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Post by SaintNiddle »

I agree with you 100%. Having a "primary" spellcasting class definitely fixes the spell progression. I was just trying to make sure they didn't have very many spells.

I'll think a little more on the class abilities. I see what you're saying. I was just trying to leave it up to the player to customize. That being said...players do tend to try and get away with things..lol.

SaintNiddle
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Post by SaintNiddle »

So..something like this would sit better with ya? It's front loaded instead of spread out over 20 levels, but then again..most of the classes are.

LvL --- special

1 ----- Decipher Script, Track, Case Target

2

3 ----- Turn Undead (as a cleric two levels lower)

Or should I just come up with new class abilities? Yeah..I think I'll do that..I'll get back to ya.

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Go0gleplex
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Post by Go0gleplex »

I think...

1st level: Track, Nature Lore

2nd level: Decipher Script

3rd level: Turn Undead

5th Level: Traps, Case Target

8th Level: Poison

Lose Survival...it's redundant and inferior to Nature Lore.
_________________
The obvious will always trip you up FAR more than the obscure.

Baron Grignak Hammerhand of the Pacifica Provinces-

High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."

SaintNiddle
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Posts: 59
Joined: Sun Jun 29, 2008 7:00 am

Post by SaintNiddle »

Thinking of canceling most of the Class Abilities. Definitely want to keep Decipher Script. Other possible abilities that I'm toying around with:

Enhance Attack - (1/2 lvl) times per day - single attack

- Add +2 enhancement bonus to hit and +1d4 chosen elemental damage

Sense Aura - (1 + Wis Mod) times per day

- By spending thirty seconds concentrating on a single item or person, a Red Mage can see if it has any aura surrounding it and a general sense of it's strength

Continual Non Detection - self explanatory

Channel Magic - (1/2 lvl) times per day

- Able to channel the essence of raw magic, a Red Mage can add a +2 to any d20 roll in times of need.

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ssfsx17
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Post by ssfsx17 »

In the spirit of the games that the Red Mage comes from, I have the following suggestions:

- Spell slots should be unified into one type. The limited quantity of spell slots and the severely restricted spell lists should already go quite far in preventing a Red Mage from being worth two characters.

- Instead of taking other class' skills, I would instead suggest some kind of metamagic that doesn't use up higher spell slots. This would be analogous to the original video games, in which stronger Red Mages could cast two spells in a row.

All in all, I am impressed by your ability to translate from a video game to pen & paper while improving on the roleplaying possibilities.
C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home

Class-less D&D: https://github.com/ssfsx17/skill20

SaintNiddle
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Post by SaintNiddle »

How do you mean unified into one type? I'm not understanding.

Do you mean melding the divine and arcane "types" into just "red magic"? Therefore only having one set of spells with two halves (attack and defence) and one number of spells per day instead of dividing it?

SaintNiddle
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Post by SaintNiddle »

Oh..I like the idea of meta magic. Maybe something like the "sudden metamagic" feats in the 3.5 miniatures handbook.

Or maybe I could include an ability that let them dual cast a very limited amount of times per day.

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ssfsx17
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Post by ssfsx17 »

SaintNiddle wrote:
How do you mean unified into one type? I'm not understanding.

Do you mean melding the divine and arcane "types" into just "red magic"? Therefore only having one set of spells with two halves (attack and defence) and one number of spells per day instead of dividing it?

Yes, exactly that.
C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home

Class-less D&D: https://github.com/ssfsx17/skill20

SaintNiddle
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Joined: Sun Jun 29, 2008 7:00 am

Post by SaintNiddle »

I like that. So...combining the magics into one, but making two "halves" an offense magic and a defensive magic. I like the idea of them having to evenly split their spells per day, so I think i'm gonna stick with the even spell progression, but increase the deeper progression to 3's like Googleplex suggested.

So..here's the chart. But keep in mind, they have to EVENLY split the two sides of the Red Magic, so they probably shouldn't get bonus spells from stats. Unless...maybe if both stats qualify for a bonus spell..increase total by 2? That would keep it even.

Actually..this chart turned out looking more and more like FF1 than I expected..lol

Level------0------1------2------3------4------5------6-------7

1-----------2------2

2-----------4------2

3-----------4------4

4-----------4------4------2

5-----------6------4------2

6-----------6------6------4

7-----------6------6------4------2

8-----------6------6------4------2

9-----------6------6------6------4

10---------6------6------6------4------2

11---------6------6------6------4------2

12---------6------6------6------6------4

13---------6------6------6------6------4------2

14---------6------6------6------6------4------2

15---------6------6------6------6------6------4

16---------6------6------6------6------6------4------2

17---------6------6------6------6------6------4------2

18---------6------6------6------6------6------6------4

19---------6------6------6------6------6------6------4------2

20---------6------6------6------6------6------6------4------2

SaintNiddle
Ungern
Posts: 59
Joined: Sun Jun 29, 2008 7:00 am

REVISION #1

Post by SaintNiddle »

Revision #1

-------------------------------------------------------------------

Red Mage

Viewed as an anomaly, red mages are not looked on favorably by almost any spell casting society. Blending a natural affinity for combat with a serious dabbling in spellcasting, these rare mages make formidable foes.

HD - d6

XP - Working out the chart still

Wis + Int must both be prime

CANNOT MULTICLASS

Weapons - Any one handed + bows

Armor - Padded Armor, Leather Coat

Shield - Buckler

Spells - Casts Red Magic, which consists of two colors. Black Magic focuses on offense and White Magic focuses on healing and support. A Red Mage can cast spells in the allowed armor. However, both spells per day and spell lists are substantially limited and he gets no bonus spells due to high ability scores. The spell lists represent the bare-bones "essence" of the magic.

Lvl BtH Special

1 - 0 - Decipher Script, Sense Aura

2 - 1 -

3 - 1 - Turn Undead

4 - 2 -

5 - 2 - Enhance Attack

6 - 3 -

7 - 3 -

8 - 4 - Magic Obscurity

9 - 4 -

10 - 5 - Transformation

11 - 5 -

12 - 6 - Chain Spell

Decipher Script - As per the Player's Guide

Sense Aura - (1 + Wis Mod) times per day

- By spending thirty seconds concentrating on a single item or person, a Red Mage can see if it has any aura surrounding it and a general sense of it's strength

Turn Undead - As a cleric two levels lower

Enhance Attack - (1/2 lvl) times per day - single attack

- Add +2 enhancement bonus to hit and +1d4 chosen elemental damage

Magic Obscurity - Continual Non-Detection, as per the spell

Transformation - Upon reaching 10th level, a Red Mage falls into a deep sleep for 48 hours and cannot be woken up. Upon awakening, the mage learns that he has aged 10 years and is close to fully realizing his powers. He gains a +2 to ALL Wisdom and Intelligence based checks and gains the ability to use chain armors and medium sized shields.

Chain Spell - As a full round action, the Red Mage gains the ability to make a non level-based check against his Wis (for White Magic) or his Int (for Black Magic). If successful, he can cast two spells of the same color that round. He can use this ability a number of times equal to his level/5. If unsuccessful, he wastes the attempt and only the first spell is cast, the other spell is lost.

Spells- spells per day Must be evenly divided between Black and White magic

Level------0------1------2------3------4------5------6-------7

1-----------2------2

2-----------4------2

3-----------4------4

4-----------4------4------2

5-----------6------4------2

6-----------6------6------4

7-----------6------6------4------2

8-----------6------6------4------2

9-----------6------6------6------4

10---------6------6------6------4------2

11---------6------6------6------4------2

12---------6------6------6------6------4

13---------6------6------6------6------4------2

14---------6------6------6------6------4------2

15---------6------6------6------6------6------4

16---------6------6------6------6------6------4------2

17---------6------6------6------6------6------4------2

18---------6------6------6------6------6------6------4

19---------6------6------6------6------6------6------4------2

20---------6------6------6------6------6------6------4------2

Spell Lists -

White Magic

0- First Aid, Detect (Chaos/law/good/evil), Detect Poison, Endure Elements

1- Cure Light Wounds, Protection from (chaos/law/good/evil), Resist Elements, Sanctuary

2- Delay Poison, Detect Traps, Lesser Restoration, Remove Paralysis

3- Cure Serious Wounds, Dispel Magic, Magic Circle Against (chaos/law/good/evil), Remove Blind/Deaf, Remove Curse, Remove Disease

4- Freedom of Movement, Healing Circle, Neutralize Poison, Restoration

5- Cure Critical Wounds, Death Ward, Dispel (chaos/law/good/evil), Raise Dead, True Seeing

6- Banishment, Heal, Find the Path, Word of Recall

7- Greater Restoration, Regenerate, Resurrection, Repulsion

Black Magic

0- Detect Magic, Dancing Lights, Mage Hand, Prestidigitation

1- Burning Hands, Magic Missile, Sleep, Shocking Grasp, Summon Familiar

2- Acid Arrow, Darkness, Ray of Enfeeblement, Scare, Shatter

3- Fireball, Hold Person, Lightning Bolt, Summon Lesser Monster

4- Charm Monster, Dimension Door, Fear, Fire Shield, Ice Storm, Wall of Fire, Wall of Ice

5- Cone of Cold, Summon Monster, Telekinesis, Teleport, Wall of Force, Wall of Iron, Wall of Stone

6- Chain Lightning, Disintegrate, Globe of Invulnerability, Mass Suggestion

7- Delayed Blast Fireball, Finger of Death, Power Word: Stun, Summon Greater Monster, Teleport Without Error

---------------------------------------------------------------------------

SaintNiddle
Ungern
Posts: 59
Joined: Sun Jun 29, 2008 7:00 am

Post by SaintNiddle »

I don't have my books handy at the moment..could someone please compare the number of spells a 9th level wizard with a 16 int has to a 9th level red mage? I'm thinking all those 6's in my progression need to be set back to the original 4 I had them at.

SaintNiddle
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Joined: Sun Jun 29, 2008 7:00 am

Post by SaintNiddle »

Bump..new revision.

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