Latest News

Happy Halloween Update!

Home > Classes > Core Classes > Red Mage > Archetypes (Red Mage) >

Reserve mages are red mages who trade in spellcasting for mastery of reserve feats.

The reserve mage is an archetype of the red mage class.

Limit Breaks (Su)

At 1st level, the reserve mage receives the Limit Breaks (Dual Reserve and Flexible Arcane Pool).

Dual Reserve (Su): This Limit Break allows the reserve mage to use any non-damaging reserve feat and 1 damaging reserve feat with the same standard action for a duration of 1 round + 1 round per four red mage levels after 1st. This limit break requires only a swift action.

Flexible Arcane Pool (Su): This Limit Break allows the reserve mage to change his current HP total and current arcane pool total on the fly. Once per round as a free action, for a duration of 1 round + 1 round per four red mage levels after 1st, the reserve mage can swap any number of points from HP to arcane points or from arcane points to HP on a 5 to 1 basis (5 HP to 1 arcane point or the reverse). The reserve mage cannot swap below 1 hit point. This limit break requires only a swift action.

These abilities replace the red mage’s standard Limit Breaks.

Reserve Mayhem (Su)

Starting at 1st level, a reserve mage gains a Reserve Feat, without needing to meet the prerequisites. At 5th level and every four red mage levels thereafter, he gains another Reserve Feat. All reserve feats no longer requires MP, but now requires points from his arcane pool instead. The reserve mage must have a caster level high enough to cast a spell of the required level to use these feats.

This ability replaces red magery and ruby arcana.

Empowered Reserve Feats (Su)

Also at 1st level, all reserve feats the reserve mage has gains bonuses. Any variable effects (such as damage, duration, DC, or bonuses) increases by 1 (damage would increase by 1 die, duration would increase by 1 round, DC and any other bonuses increases by 1) plus an additional +1 per four red mage levels after 1st.

This ability replaces cantrips, spells, and MP Pool. Reserve mages do not gain any spells or spellcasting ability, and do not count as having a red mage spell list for spell trigger or spell completion magic items, but they do have a caster level (for reserve feats only, their spell level remains the same as a normal red mage would have).

Arcane Pool (Su)

At 1st level, the reserve mage gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon and shield. This arcane pool has a number of points equal to his red mage level + his Charisma modifier. The pool refreshes once per day when the reserve mage rests for a full 8 hours.

At 1st level, a reserve mage can increase the damage by 1 die or the DC by 1 by spending an arcane point. At 5th level and every four red mage levels thereafter, he may add an additional +1.

This ability replaces armored mage, ruby knowledge, and arcane pool gained at 2nd level.

Reserve Combat (Su)

Also at 1st level, a reserve mage can use a reserve feat and wield weapons at the same time, that functions like spell combat.

This ability modifies and replaces spell combat.

Extra Arcane Pool

At 1st level, a reserve mage gains the Extra Arcane Pool feat.

This ability replaces spell proficiency.

Reserve Strike (Su)

At 2nd level, a reserve mage can use spellstrike with his reserve feats instead.

This ability modifies and replaces spellstrike.

Quick Reserve (Su)

At 4th level, once per day, a reserve mage may use his Reserve Feats as a swift action. He can use this ability an additional time per day for every four red mage levels thereafter.

This ability replaces quick cast.

Metamagic Reserves (Su)

Also at 4th level, a reserve mage can arcane points to empower metamagic feats to affect reserve feats. From 4th level to 7th level, he can spend 1 arcane point for metamagic feats, from 8th level to 11th level, he can spend 2 arcane points, from 12th level to 15th level, he can spend 3 arcane points, from 16th to 19th level, he can spend 4 arcane points, and finally at 20th level, he can spend 5 arcane points.

This ability replace spell power and counterstrike.

Clear Mind (Ex)

At 5th level, a reserve mage can regain his arcane pool quicker. The reserve mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. For example, he could be riding in the back of a carriage and benefit from this ability. The reserve mage does not gain this recovery if he is asleep or unconscious. The reserve mage regains 1 arcane point per hour.

This ability modifies and replaces clear mind.

Convert (Ex)

Beginning of 5th level, a reserve mage can convert hit points into arcane points as a free action. For every 5 hit points converted, the reserve mage receives 1 arcane point. The reserve mage cannot convert below 1 hit point and can only convert arcane points equal to his red mage level. The reserve mage can use this ability a number of times per day equal to his Charisma modifier.

This ability modifies and replaces convert.

Improved Reserve Combat (Su)

As improved spell combat, but using a reserve mage’s reserve feats instead.

This ability modifies and replaces improved spell combat.

Greater Reserve Combat (Su)

As greater spell combat, but using a reserve mage’s reserve feats instead.

This ability modifies and replaces greater spell combat.

Double Reserve (Su)

At 15th level, a reserve mage can use two reserve feats using one standard action. The reserve mage can make any decisions concerning the feats independently of each other. Any target affected by both of the feats takes a –4 penalty on saves made against each feat. The reserve mage may use this ability once per day at 15th level and one additional time per day at 20th level.

This ability modifies and replaces doublecast.

Maximum Reserve (Su)

At 19th level, three times per day, as a free action, a reserve mage can maximize the variables of a reserve feat. Additional metamagic cannot be applied.

This ability replaces 1 mp spell.

Reserve Wizard (Su)

At 20th level, a reserve mage becomes a master of reserve feats and combat. Whenever the reserve mage uses reserve combat and his feat targets the same creature as his melee attacks, he can choose to either increase the DC to resist the feat by +2 or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

This ability modifies and replaces red wizard.