Red Mage Ruby Arcana
As they gain levels, Red mages learn arcane secrets tailored to their ways of blending martial finesse and magical grace. Starting at 3rd level, a Red Mage gains one Ruby Arcana. They gain additional Ruby Arcana every three levels of Red Mage after 3rd level.
| Arcana | Prerequisites | Effect |
| Accurate Strike (Ex) | Red Mage 9 | The red mage can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks. |
| Aquatic Agility (Su) | None | As an immediate action, the red mage can spend 1 point from his arcane pool to gain the benefits of water breathing for 1 round per level. During this time, he can ignore the effects of rough water and underwater combat on his attacks and movement. |
| Arcane Accuracy (Su) | None | The red mage can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn to a maximum of his red mage level. |
| Arcane Cloak (Su) | None | The red mage can expend 1 point from his arcane pool to add his Charisma bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute. |
| Arcane Dealer (Su) | Red Mage 6 | The red mage gains the Deadly Dealer feat, even if he does not meet the prerequisites. He can use his arcane pool to grant a deck of cards an enhancement bonus as though it were a ranged weapon with 54 pieces of ammunition. The red mage must use either Arcane Strike or his arcane pool to enhance the cards in order to use them as weapons. |
| Arcane Edge (Su) | Red Mage 9 | While Arcane Pool’s enhancement feature is active, the Red Mage may add an amount of bleed damage equal to his Charisma modifier (minimum 0), provided they used a piercing or slashing weapon. Unlike most bleeding, this cannot be healed with Heal checks. |
| Arcane Focus (Su) | None | When the Red Mage uses their Spell Combat’s ability to increase their penalty to improve Concentration Checks, the Red Mage may spend 1 arcane pool point to nullify the added penalty. |
| Arcane Redoubt (Su) | None | As a swift action, the red mage can expend 1 point from his arcane pool to treat his shield bonus to AC (including any enhancement bonus) as a bonus to touch AC for a number of rounds equaling their Charisma modifier. |
| Arcane Redoubt, Greater (Su) | Red Mage 12, Arcane Redoubt | Whenever the red mage uses his arcane redoubt ruby arcana, Arcane Redoubt additionally adds his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves during its duration. If he is targeted with an effect requiring a Reflex save while using this power, he may spend 1 point from his arcane pool as an immediate action to grant himself evasion, or 2 points to grant himself improved evasion. |
| Arcane Scent (Ex) | None | The red mage can sniff out other spellcasters. The red mage gains the scent special quality. This scent can only detect creatures capable of casting spells or using spell-like abilities. Additionally, the red mage can attempt a Spellcraft check as a move action to determine the highest level spell a detected creature is capable of casting (DC 10 + the creature’s caster level). |
| Alliance Arcana (Su) | None | As an immediate action, a Red Mage may infuse the weapon of an ally within 30 feet with their Arcane Pool, as per the usual rules and using their own levels. They may also use any swift or immediate action Ruby Arcanas that cost Arcane Pool on their allies during their turn as well. If the Red Mage has the Ruby Armor Ruby Arcana, they may use this arcana with that usage of Arcane Pool. |
| Bane Blade (Su) | Red Mage 9 | Whenever the red mage enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the bane special ability to the weapon. |
| Broad Study (Ex) | Red Mage 3, levels in another spellcasting class | The red mage can use his spellstrike and spell combat abilities while casting or using spells from the spell list of any other class. |
| Brutish Arcana (Ex) | Str 13 | The red mage may use his arcane pool and spell combat abilities while wielding a two-handed weapon |
| Cautious Arcana (Ex) | None | When using spell combat to cast a spell with an area of effect, a red mage can exclude a number of squares equal to his Charisma modifier. |
| Concentrate (Ex) | None | The red mage can reroll any concentration check he has just made with a +4 bonus by expending his mage focus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The red mage must take the second roll, even if it is worse. |
| Devoted Blate (Su) | None | Whenever the red mage enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add either the anarchic, axiomatic, holy, or unholy special ability to the list of available options. A red mage may only add one of these abilities if it matches his own alignment. |
| Dispelling Strike (Su) | None | The red mage can spend 1 point from his arcane pool as a swift action to imbue his weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel using the red mage’s level as the caster level. Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful. |
| Disruptive (Ex) | None | The red mage gains Disruptive as a bonus feat. |
| Divinatory Strike (Su) | None | Whenever the red mage scores a critical hit against an opponent with a melee attack, he can gain preternatural insight into his foe’s strengths and weaknesses as though he had rolled a natural 20 on a Knowledge check to identify the creature struck. Any bonuses or penalties the red mage normally applies to such a Knowledge check are applied to this ability, including his Intelligence modifier, ranks in the requisite Knowledge skill, and other applicable modifiers. Depending on the final calculated outcome of this ability and the CR of the creature struck, the red mage may still be unable to glean information about his enemy. This ability works even if the red mage has already attempted a Knowledge check to identify the creature. |
| Double Blades (Ex) | Two-Weapon Fighting Feat | You may use Spell Combat while wielding two weapons, though unless you have the Greater Two-Weapon Fighting Feat, you cannot use both Spell Combat and Two-Weapon Fighting in the same turn. |
| Enhanced Dancing Weapon | Red Mage 6 | When the Red Mage is commanding a Dancing Weapon, an Arcane Weapon or Elemental Weapon, the Red Mage may spend a point of Arcane Pool to treat the weapon as flanking for teamwork feats. |
| Familiar (Ex) | None | The red mage forms a powerful bond with a familiar. A familiar is a magical pet that enhances the red mage’s skills and senses and can aid him in magic. |
| Ghost Blade (Su) | None | Whenever the red mage enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options. |
| Greater Arcane Blade (Su) | Red Mage 15, Improved Arcane Blade | The red mage further upgrades Arcane Blade to three steps for ranged touch attacks and rays, and two steps for melee touch attacks. The effects of Improved Arcane Blade (2 steps for ranged touch attacks and 1 step for melee) are now free. |
| Hasted Assault (Su) | Red Mage 9 | The red mage can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the red mage and lasts until the end of his next turn. |
| Improved Arcane Blade (Su) | Red Mage 9 | The red mage improves the Arcane Blade’s upgrade for ranged touch attacks and rays’ damage die to two steps rather than just one. In addition, melee touch attacks may now be upgraded by one step. However, this additional upgrade costs 1 point of Arcane Pool to perform. |
| Improved Alliance Arcana (Su) | Alliance Arcana, Red Mage 9 | The Red Mage may use one of their attacks of opportunity to cast and infuse the weapon of an ally within 30 feet with a spell to use Spellstrike. This spell may not benefit from the Arcane Blade Augmentation, however. Note that you still spend your MP as per normal. |
| Leyline Strike (Su) | None | The Red Mage can send the energy of a spell through the ground to another location. Pick a space within 30ft. The red mage can make a spell strike or pool strike at the ground they occupy, spending an Arcane pool point as part of the action. The spell energy erupts at the designated space and takes effect as normal. If a creature is the target of the spell, and is unaware of it, they take a -2 penalty on any saving throws required of the spell. If the spell has a touch or ranged touch attack, (or a pool strike) it treats the unaware opponent as flat-footed to the spell or pool strike. |
| Lingering Pain (Su) | None | All damage from attacks affected by Arcane Pool are considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the red mage’s next turn. |
| Maneuver Mastery (Ex) | None | The red mage has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he uses his red mage level in place of his base attack bonus (in addition to any base attack bonus gained from other classes). A red mage can select this ruby arcana more than once. Its effects do not stack. Each time he selects this arcana, he selects another combat maneuver. |
| Metamagic Feat | None | The Red Mage may select a metamagic feat. The Red Mage must still meet all prerequisites for a bonus feat, including caster level minimums. This talent may be taken more than once. Each time, a different feat must be selected. |
| Natural Spell Combat (Ex) | None | The red mage can use his spell combat class feature with a natural attack of his choice. If he does, he gains a +2 bonus on concentration checks. If the natural attack is made with an appendage that would normally hold a weapon (such as a claw attack), the red mage cannot wield a weapon in that appendage while making natural attacks with it. If the natural attack is a bite or other attack that does not require a free appendage to make, the red mage can use the natural attack in addition to all of the attacks he could make with his melee weapon, if he has one. A red mage can select this arcana more than once. The bonus on concentration checks does not stack. Each time he selects this arcana, he selects another natural weapon. For example, a red mage could select this arcana twice, choosing claw attacks and bite attacks. This would allow him to use a full-round action to make all of his claw attacks with his free hand and all of his bite attacks in addition to casting a spell. This arcana otherwise functions exactly like the spell combat class feature. |
| Pool Strike (Su) | None | While Arcane Pool’s enhancement feature is active, the Red Mage may charge their weapon as a free action. When the next attack hits, it releases the charge and deals 2d6 of elemental damage (earth, fire, ice, lightning, water, or wind, chosen when the weapon is charged). This ability even functions with spells cast with Spellstrike, so long as the elements of the Pool Strike and the spell are the same. At 6th level, and every 3 levels thereafter, the amount of damage dealt by this attack increases by 1d6. You may only empower the weapon with this ability once per turn. |
| Pool Strike, Arcing (Su) | Red Mage 12, Pool Strike ruby arcana | The power of the Pool Strike increases. If the pool strike attack hits, the red mage can target a number of enemies within 15 feet equal to his Charisma modifier (minimum 0) with a ranged touch attack as a free action. Those struck take the same elemental damage as the primary target of the pool strike, including increased damage on a critical hit. |
| Pool Strike, Clinging (Su) | Red Mage 9, Pool Strike ruby arcana | A single target of his pool strike takes elemental damage as normal from the pool strike and also takes half this amount of damage at the beginning of its turn on the following round. |
| Practiced Metamagic (Ex) | None | The Red Mage may select one of their Metamagic feats. The selected Metamagic feat may then be used without increasing MP costs by expending his mage focus as part of casting the spell. This feat may be taken more than once. Each time, a different feat must be selected. |
| Prescient Attack (Su) | Red Mage 6 | The red mage can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the red mage’s attacks until the end of his next turn. |
| Prescient Defence (Su) | Red Mage 9 | The red mage can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of his enemy’s intentions. The red mage gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0) against attacks by that opponent for a number of rounds equal to the Red Mage’s Charisma modifier. |
| Raw Arcana (Su) | Red Mage 9 | The Red Mage may no longer add a numerical enhancement bonus to weapons (and armor/shields if they take Ruby Armor). However, they may, by spending one point of Arcane Pool, add a circumstance bonus to attack and damage based on their level (+1 at level 1, +2 at level 5, +3 at level 9, +4 at level 13, +5 at level 17). Raw Arcana can be used to power Pool Strike. You may still add weapon enhancement effects (such as Keen or Flaming) with a different spending of Arcane Pool and it may stack with Raw Arcana. If used on armor or shields through Ruby Armor, you may add a circumstance bonus to AC equal to those numbers. |
| Reflection (Su) | Red Mage 15 | The red mage can sacrifice 1 or more points from his arcane pool as an immediate action to reflect a spell back at its caster. This functions as reflect, but only if the MP spent on the spell is equal to or less than twice the number of arcane pool point spent. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent. |
| Restless Scholar (Su) | None | The red mage can go without eating or drinking for a number of days equal to his Charisma modifier before he must make Constitution checks to avoid nonlethal damage. Additionally, he can spend 8 hours studying his spells instead of sleeping. This confers the same benefit as an 8 hour rest, but he is awake the entire time. |
| Rod Combat (Su) | None | The Red Mage may use their rod hand for somatic elements. As such, you may wield a rod while using Spell Combat. |
| Rod Mastery (Su) | None | Whenever the red mage uses a rod, he calculates the DC for any spell it contains using his Charisma modifier (minimum 0) instead of the minimum modifier needed to cast a spell of that level. |
| Rod Wielder (Su) | None | The red mage adds his Charisma bonus (minimum 0) on caster level checks made to overcome spell resistance when using a spell contained within a rod. |
| Ruby Armor (Su) | None | The red mage may expend 1 point from his arcane pool as a swift action to grant any armor he is wearing a +1 enhancement bonus to AC for 1 minute. For every four levels beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the armor, stacking with existing armor enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. A red mage of 5th level or higher can use these bonuses to add any of the following armor properties: fortification (light, moderate or heavy), ghost touch, invulnerability, and spell resistance. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. The red mage can also grant the following properties using the listed bonus cost: energy resistance (+4), glamered (+1), improved slick (+3), improved shadow (+3), jousting[APG] (+2), slick (+2), and shadow (+2). These properties are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is expended and cannot be changed until the next time the red mage uses this ability. These bonuses and properties are not functional if the armor is worn by anyone other than the red mage. A red mage can only enhance one suit of armor in this way at a time. If he uses the ability again, the first use immediately ends. |
| Ruby Shield (Su) | None | Shield hands may be used for somatic elements. As such, you may wield a shield while using Spell Combat. |
| Runic Blade (Su) | Red Mage 6 | As a standard action, the Red Mage holds their weapon aloft, and stands by. When an enemy creature within 30 feet of the Red Mage casts a spell, the Red Mage may attempt to absorb the spell, requiring a Concentration Check with a DC of 15 + double the spell level. If the Red Mage succeeds, they absorb the spell, gaining MP equal to the initial cost. |
| Scroll Mastery (Su) | Red Mage 6 | Whenever the red mage uses a scroll, he may expend 1 point from his arcane pool to allow him to calculate the DC for any spell contained on the scroll using his Charisma modifier, instead of the minimum modifier needed to cast a spell of that level. |
| Spell Blending | None | When a red mage selects this arcana, he must select one spell from the black or white mage spell list that is of a red mage spell level he can cast. He adds this spell to his list of red mage spells known as a red mage spell of its black or white mage spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level red mage spell he can cast. A red mage can select this ruby arcana more than once. |
| Spell Trickery | None | When the red mage successfully performs a dirty trick or steal combat maneuver, he can cast an illusion or enfeebling spell with a casting time of 1 standard action or less as a swift action. |
| Spellbreaker | None | The red mage gains Spellbreaker as a bonus feat. |
| Throwing Arcana | None | Whenever the red mage enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the returning and throwing abilities to the list of available weapon special abilities. When the red mage throws a weapon enhanced by his arcane pool and hits a foe, he regains 1 arcane pool point. The red mage can regain a number of arcane pool points per day equal to his Charisma modifier in this way. If he throws his held weapon and draws another in the same round, he can enhance the newly drawn weapon with his arcane pool as a free action instead of a swift action. |
| Versatile Combatant (Su) | Red Mage 9 | The Red Mage can expend 1 point from his arcane pool as a swift action to augment his combat skill. The Red Mage selects one feat for which he meets all the prerequisites. The Red Mage is considered to have that feat for a number of rounds equal to the Red Mage’s Charisma modifier. The Red Mage can only access one feat at a time using this Ruby Arcana; if he uses it to select a new feat, any previously gained feat is immediately lost. |
| Wand Mastery (Su) | None | Whenever the red mage uses a wand, he calculates the DC for any spell it contains using his Charisma modifier, instead of the minimum modifier needed to cast a spell of that level. |
| Wand Wielder (Su) | None | The red mage can activate a wand or staff in place of casting a spell when using spell combat. They may also wield said wand or staff while in Spell Combat. |
| Wave Step (Sp) | Red Mage 6 | As a swift action, a red mage can spend 1 point from his arcane pool and gain the effects of a water walk spell for 10 minutes per red mage level. If he expends 2 points from his arcane pool, he can affect a total number of touched creatures equal to his red mage level |





