On the eastern edge of Abalathia's Spine lies the mountainous region of Gyr Abania. It is in these elevated lands that people took shelter, when a burning star guided them away from the Sixth Umbral Calamity's treacherous floodwaters. The survivors gathered from near and far, and amongst them were refugees of the sorcerous cities of Mhach and Amdapor. These sworn enemies buried their history for the sake of the future, and cast aside their vestments of black and white. Upon the remnants of their arts a new discipline was built, and the first red mages stepped forward with rapiers in hand to fight back against the rising tides of destruction. In the face of the King of Ruin, a cadre of red mages taking on this original incarnation of the art declared themselves the Crimson Duelists, fighting for the liberation of Ala Mhigo.
The Crimson Duelist is an archetype of the Red Mage class.
Red Mage Paths
The Crimson Duelist must take the Path of the Duelist at first level.
Duelist Reservoir (Su)
The Crimson Duelist receives two wells of energy; providing them with great power. Upon successfully casting elemental offensive spells, they receive Mana of one of two types: Black Mana or White Mana. When successfully casting non-elemental offensive spells, they receive some Black and White Mana. The Crimson Duelist spends both Black and White Mana to perform powerful techniques to obliterate their foes. The Crimson Duelist has a max reservoir of Black and White Mana of their Charisma Modifier + their Red Mage level each.
When casting Fire, Ice, Lightning and Dark elemental offensive spells, the Crimson Duelist receives Black Mana equal to half of the MP they spend (minimum 1) + half their charisma modifier (minimum 1).
When casting Wind, Water, Earth and Light elemental offensive spells, the Crimson Duelist receives White Mana equal to half the MP they spend (minimum 1) + half their charisma modifier (minimum 1).
When casting non-elemental offensive spells, the Crimson Duelist receives Black and White Mana equal to half their charisma modifier (minimum 1).
The Crimson Duelist may spend their Reservoir in the following ways:| Level | Reservoir Ability | Mana Cost | Description |
| 1 | Enchanted Strike | 4 Black, 4 White | As a free action, the Crimson Duelist doubles the damage dice of their first weapon attack. If used as an attack action, this may stack with Vital Strike. When the Crimson Duelist obtains Enchanted Zwerchhau, they may instead use this with all of their attacks in the round, spending this ability’s cost * the number of attacks they have. |
| 1 | Enchanted Riposte | 3 Black, 3 White | When using Opportune Parry and Riposte, the Crimson Duelist may, instead of spending Arcane Pool, spend this ability’s cost. If they choose to use both Arcane Pool and Mana, the Crimson Duelist adds a circumstance bonus to their attack rolls (both for the parry and the subsequent attack) equal to their Charisma modifier. |
| 4 | Enchanted Zwerchhau | 7 Black, 7 White | As a free action, the Crimson Duelist may spend MP to apply one of their ranged or melee spells or touch attacks to an attack, similar to the base Red Mage’s Spellstrike. This ability functions as Spellstrike for all intents and purposes; including its limitations. This may only be used once per round. Note that you still have to pay MP for your spell. When the Crimson Duelist takes Spell Fencer, they may use this ability on as many attacks they have, spending Mana and MP per strike. |
| 8 | Enchanted Redoublement | 6 Black, 6 White | As an immediate action at the end of a full attack or Spell Combat’s attacks, the Crimson Duelist may cast a Verspell (such as Verfire, Verthunder, Verstone, Veraero) up to their maximum MP cost. The actual MP spent is halved (rounding up); except for Metamagic (For example, a 17 MP Verruin with Still Spell (which is 3 MP) would cost 12 MP, not 10 MP) Note that the special full attack and Spell Combat imposed by Enchanted Moulinet is applicable for this ability. |
| 10 | Enchanted Moulinet | 5 Black, 5 White | As a standard action, the Crimson Duelist may perform a special attack that deals their weapon damage + charisma modifier in a 15 foot cone in front of them; with a Reflex DC of 10 + half the Crimson Duelist’s red mage level (minimum 1) + Charisma to halve the damage. They may use Enchanted Strike to increase this ability’s damage. As a full round action, they may make each attack as part of a full attack or Spell Combat; increasing the cost by the number of performed attacks, and reducing each subsequent attack’s DC by 5. Spell Combat’s penalty to hit rolls applies to the DC as well. |
| 13 | Verflare | 8 White | As a free action activated during Enchanted Redoublement, the Crimson Duelist performs a ray that inflicts 10d6 Dark damage, whilst dealing half of this damage to other opponents within a 30 foot burst, instead of casting a Verspell. This costs 5 MP, additional to its Mana cost. The Crimson Duelist may increase the cost and damage by 1 MP and 2d6 respectively, to a max cost of 10 MP and 20d6 damage. The cost of this ability replaces the cost of Enchanted Redoublement. |
| 13 | Verholy | 8 Black | As a free action activated during Enchanted Redoublement, the Crimson Duelist performs a ray that inflicts 10d6 Light damage whilst dealing half of this damage to other opponents within a 30 foot burst, instead of casting a Verspell. This costs 5 MP, additional to its Mana cost. The Crimson Duelist may increase the cost and damage by 1 MP and 2d6 respectively, to a max cost of 10 MP and 20d6 damage. The cost of this ability replaces the cost of Enchanted Redoublement. |
| 15 | Enchanted Reprise | 5 Black, 5 White | As a free action, the Crimson Duelist increases the reach of their weapon to Close (25 + 5 * ½ the Red Mage level) for one attack. The Crimson Duelist may use this multiple times; spending this ability’s cost each attack. |
| 17 | Verscorch | 8 Black, 8 White | As a free action after performing Enchanted Redoublement, Verflare or Verholy, the Red Mage performs an additional ray that inflicts 10d6 non-elemental damage whilst dealing half of this damage to other opponents within a 30 foot burst. This costs 5 MP, additional to its Mana cost. The Crimson Duelist may increase the cost and damage by 1 MP and 2d6 respectively, to a max cost of 10 MP and 20d6 damage. |
| 20 | Resolution | 8 Black, 8 White | As a free action after performing Verscorch, the Red Mage performs an additional ray that strikes all opponents within a 30 foot line. This inflicts 10d6 non-elemental damage. This costs 5 MP, additional to its Mana cost. The Crimson Duelist may increase the cost and damage by 1 MP and 2d6 respectively, to a max cost of 10 MP and 20d6 damage. |
This replaces Arcane Blade, Spell Proficiency, Adrenaline, Jack of All Trades, Counterstrike and Ruby Knowledge.
Arcane Pool
Add the following as a recovery condition:
Mana Balance: At the start of a round, when the difference between Black and White Mana is only within half charisma modifier (minimum 3) of each other, the Crimson Duelist restores 1 arcane pool. When the difference is within a quarter of the charisma modifier (minimum 1), the Crimson Duelist restores 2 arcane pool instead. This condition only works if the Crimson Duelist has at least half of their level (minimum 1) in Black Mana and White Mana.
Crimson Duelcast (Su)
Any time the Crimson Duelist casts a spell, they may instead do the following, by first casting a spell up to half of their maximum MP (rounding down) and then one up to full MP. The second spell must be of the same cast time or faster, and both spells are done on the same action. This costs 1 point of Arcane Pool.
For example, a 10th level Crimson Duelist could first cast a 5 MP Fire and then a 10 MP Blizzard.
This cannot be done on an Accelerated spell (see Ruby Acceleration).
This replaces Spellstrike.
Deeds
The Crimson Duelist gains some additional Deeds.
Crimson Corps-A-Corps and Disengagement (Su): At 5th level, the Crimson Duelist may spend a point of Arcane Pool to use Corps-A-Corps or Disengagement as a swift action if unaugmented, or a free action when augmented.
Fleche (Su): At 7th level, the Crimson Duelist may spend an arcane pool to unleash a close-ranged (25 + 5 * ½ the Red Mage level) ray as a swift action, inflicting 5d6 non-elemental damage. This increases by 1d6 per 2 levels after 7th level. The Crimson Duelist may spend an additional arcane pool point to change this to a free action.
Enchanted Acceleration (Su): At 9th level, the Crimson Duelist may spend 3 arcane pool as a free action to make a spell accelerated by Ruby Acceleration a swift action.
Contre Sixte (Su): At 11th level, the Crimson Duelist, as a swift action, may spend a point of arcane pool to unleash a burst with a radius of 30 feet within close (25 + 5 * ½ the Red Mage level) range. This inflicts 5d6 damage, increasing its damage by 1d6 per 2 levels after 11th level, with a Reflex DC of 10 + half the Crimson Duelist’s red mage level (minimum 1) + Charisma to halve the damage.. The Crimson Duelist may spend an additional arcane pool to make this a free action.
Embolden (Su): At 11th level, the Crimson Duelist, as a swift action, may spend two arcane pool to create an area of effect centered around the Red Mage with a radius of 60 feet. During this effect, those within this area receive a circumstance bonus to attack and damage rolls equal to the Crimson Duelist’s Charisma modifier. At the start of each of the Crimson Duelist’s rounds after performing this action, this bonus decreases by 2, to a minimum of 0. When the bonus reaches 0, the effect ends. The Crimson Duelist may not refresh this ability until the bonus is depleted to 0.
Manafication (Su): At 11th level, the Crimson Duelist, as a swift action, may spend two arcane pool to add 10 to their current Black and White Mana. At 15th level, they may spend an additional Arcane Pool to also receive a circumstance bonus to their attack and damage rolls equal to their Charisma modifier for one round.
Magick Barrier (Su): At 11th level, the Crimson Duelist, as a swift action, may spend two arcane pool to provide DR 2/-; which can work against both magical and physical attacks, as well as increasing the result of healing spells by 2. This can be increased up to DR 10/- and +10 respectively by spending Arcane Pool equal to desired the DR /- and healing bonus.
This replaces Improved Spell Combat and Greater Spell Combat.





