This archetype package for the magus alters or replaces the following class features: spell list, spell combat, knowledge pool, medium armor, improved spell combat, heavy armor, greater spell combat, counterstrike, greater spell access, and true magus.

Red magic is an ancient arcane tradition that blends offensive spells, curative magic, and melee combat. While red mages do not belong to an organization, they tend to wear distinctive garb and share mannerisms and signals, allowing them to recognize each other and work together on short notice. They never perfect any one aspect of magic, nor attain the blend of sword and sorcery toted by the typical magus, but red mages enjoy a versatility that most other adventurers can only dream of.

Trading some of the stronger magus spells for a broad selection of healing and enchantment spells, the red mage functions as a mid-range support class, still more than capable of holding its own in combat. Innate magical defense, both against weapons and spells, along with an acrobatic fighting style honed by generations of red mages, replaces training with heavier armor. The pinnacle of the red mage's career is unlocking the legendary ability to cast two spells in one.

This red mage is based on the Final Fantasy job.

Class Skills: A red mage’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). These replace the standard magus class skills.

Powerful Spells: Red mages learn to augment their spells on the fly. At 1st level, the red mage gains one metamagic feat as a bonus feat. Once per day as a swift action, the red mage can apply any one metamagic feat he knows to a magus spell as he casts it. This does not increase the spell's casting time. The adjusted spell level cannot be higher than the highest-level spell the red mage is capable of casting. At 7th, 13th, and 19th levels, the red mage gains another daily use of this ability.

If the red mage ever selects a magus arcana that allows him to benefit from a metamagic feat once per day even if he doesn't have that feat (such as Empowered Magic), he counts as having that feat for the purposes of using his powerful spells ability. This ability replaces spell combat, medium armor, heavy armor, and greater spell access.

Red Magic: The red mage uses a custom spell list, detailed below. All the spells on this list are treated as arcane spells and are subject to arcane spell failure accordingly. The red mage's spellcasting otherwise functions exactly as normal for a magus (including the ability to ignore ASF while wearing light armor).

Magus Arcana: The following magus arcana function differently for the red mage if he selects them.

Broad Study: The red mage can use his spellstrike and powerful spells abilities while casting or using spells from the spell list of the chosen spellcasting class (instead of spellstrike and spell combat).

Spell Blending: Instead of choosing spells from the wizard spell list, the red mage selects spells from the bard spell list.

Innate Barrier (Su): At 7th level, the red mage gains a +1 bonus to all saving throws against spells and spell-like abilities, as well as a +1 bonus to AC. These bonuses increase to +2 at 14th level. The AC bonus applies against touch attacks, and functions even when the red mage is flat-footed. This ability replaces knowledge pool and greater spell combat.

Catch (Ex): At 8th level, the red mage gains Deflect Arrows as a bonus feat, even if he doesn't meet its prerequisites. He can benefit from this feat even if his hands are full, so long as he is wielding a weapon with which he can deflect the attack. At 16th level, the red mage gains Snatch Arrows as a bonus feat, even if he doesn't meet its prerequisites. This ability replaces improved spell combat and counterstrike.

Doublecast: At 20th level, the red mage can cast two spells as a standard action. Each spell functions at the red mage's caster level - 2. If either spell is countered, both spells are countered. Creatures affected by these spells receive a +2 bonus to any saving throws the spells allow. The red mage takes a -10 penalty on any concentration checks required to cast these spells. By spending 3 points from his arcane pool as a swift action, the red mage can mitigate all these penalties for one use of doublecast. A red mage can never use this ability to cast more than two spells in a round (such as by also using Quicken Spell). This ability replaces true magus.

Red Magic

0-Level Red Magicacid splash, arcane mark, daze, detect magic, flare, light, prestidigitation, ray of frost, read magic, spark, stabilize, touch of fatigue.

1st-Level Red Magicburning hands, charm person, chill touch, color spray, corrosive touch, cure light wounds, expeditious retreat, feather fall, flare burst, frostbite, grease, hydraulic push, jump, magic missile, magic weapon, obscuring mist, ray of enfeeblement, sanctuary, shield, shocking grasp, silent image, sleep, true strike, vanish.

2nd-Level Red Magicacid arrow, aid, align weapon, blur, burning gaze, cure moderate wounds, darkness, daze monster, defensive shock, delay poison, elemental touch, enthrall, fire breath, flaming sphere, fog cloud, frigid touch, glitterdust, gust of wind, invisibility, levitate, minor image, mirror image, pyrotechnics, remove paralysis, restoration (lesser), scorching ray, shatter, spider climb, stone call, web.

3rd-Level Red Magicaqueous orb, arcane sight, blink, cloak of winds, contagion, cure serious wounds, daylight, deep slumber, dispel magic, displacement, elemental aura, fireball, flame arrow, fly, force hook charge, force punch, haste, hold person, hydraulic torrent, keen edge, lightning bolt, magic weapon (greater), major image, phantom steed, ray of exhaustion, remove blindness/deafness, remove curse, remove disease, sleet storm, slow, stinking cloud, vampiric touch, versatile weapon.

4th-Level Red Magicarcana theft, ball lightning, black tentacles, charm monster, confusion, cure critical wounds, dragon’s breath, fire shield, firefall, freedom of movement, ice storm, invisibility (greater), neutralize poison, phantasmal killer, poison, restoration, river of wind, shout, solid fog.

5th-Level Red Magicacidic spray, break enchantment, cloudkill, cone of cold, corrosive consumption, fire snake, geyser, hold monster, interposing hand, overland flight.

6th-Level Red Magicacid fog, chain lightning, contagious flame, disintegrate, dispel magic (greater), forceful hand, freezing sphere, sirocco, true seeing.