Job Information
Main Abilities
Innate Ability: Spellblade
Whenever the Red Mage casts a spell that deals Elemental damage, they may choose to empower their weapon with that element until the end of the combat as though it had the [Element]-Strike property. A weapon can only be enchanted by a single element at a time due to this ability.
In addition, the Red Mage can invest a portion of magical energy in an ally’s weapon as a Slow action, granting them the Spellburst property for any single spell of Expert level or lower that the Red Mage is able to cast. The character using the enhanced equipment will be able to then cast the spell directly from the weapon upon landing a critical hit, or as a standard action for no MP cost at a 50% chance of breaking the equipment, even if they are not normally able to use magic.
The Red Mage may only grant one Spellburst property to one weapon at a time, and this job ability has no effect when used upon Improbable Weapons or on weapons whose tier is less than the tier of the spell. The effects of Spellblade last until the Red Mage chooses a new spell to imbue the weapon with.
Defining Ability: Composure
By using their natural hybridization to their advantage, the Red Mage can use magic to cloak and distort their actions while they engage in melee combat, or just use some of the left-over energy to give their strikes an extra boost. The Red Mage gains a +2 bonus to their ACC score. In addition, whenever the Red Mage makes an attack roll against a target that was affected by one of their spells this turn or last turn, they receive an additional +2 bonus to their ACC score or increase their damage by one step for that attack – player’s choice.
Defining Ability: Dualcast
Dualcast allows 2 spells to be cast with a single Slow action by spending a number of points of Destiny equal to the highest tier of spell being cast. If the spell is interrupted, the Red Mage regains the points of Destiny.
If Composure is known the Red Mage may gain the full benefits of Dualcast as an Instant action after attacking, letting them cast 2 spells after attacking by spending the Destiny as noted above.
Furthermore if the Red Mage has the Manafication ability their MP manipulation can lower the Destiny cost of Dualcast. If both White MP and Black MP are below 50% of their respective maximum MP totals the Destiny cost of Dualcast is lowered by 1, while if both White MP and Black MP are at 25% or less the Destiny cost of Dualcast is lowered by 2.
Defining Ability: Manafication
The Red Mage’s MP is split 50-50 (as much as possible) into White MP and Black MP, two mana pools they draw strength from. Whenever a Red Mage uses Black MP to cast a Black Magic spell or White MP to cast a White Magic spell a single die used for that spell may be rerolled. This reroll cannot cause a critical hit.
Ultimate Ability: Chainspell
The Red mage may use a standard weapon attack as one of their spells for Dualcast by spending 2 points of Destiny. In addition they can continue to add extra attacks and spells into the same single action, provided they have the Destiny to spend.
Whenever the Red Mage casts a spell that deals Elemental damage, they may choose to empower their weapon with that element until the end of the combat as though it had the [Element]-Strike property. A weapon can only be enchanted by a single element at a time due to this ability.
In addition, the Red Mage can invest a portion of magical energy in an ally’s weapon as a Slow action, granting them the Spellburst property for any single spell of Expert level or lower that the Red Mage is able to cast. The character using the enhanced equipment will be able to then cast the spell directly from the weapon upon landing a critical hit, or as a standard action for no MP cost at a 50% chance of breaking the equipment, even if they are not normally able to use magic.
The Red Mage may only grant one Spellburst property to one weapon at a time, and this job ability has no effect when used upon Improbable Weapons or on weapons whose tier is less than the tier of the spell. The effects of Spellblade last until the Red Mage chooses a new spell to imbue the weapon with.
Defining Ability: Composure
By using their natural hybridization to their advantage, the Red Mage can use magic to cloak and distort their actions while they engage in melee combat, or just use some of the left-over energy to give their strikes an extra boost. The Red Mage gains a +2 bonus to their ACC score. In addition, whenever the Red Mage makes an attack roll against a target that was affected by one of their spells this turn or last turn, they receive an additional +2 bonus to their ACC score or increase their damage by one step for that attack – player’s choice.
Defining Ability: Dualcast
Dualcast allows 2 spells to be cast with a single Slow action by spending a number of points of Destiny equal to the highest tier of spell being cast. If the spell is interrupted, the Red Mage regains the points of Destiny.
If Composure is known the Red Mage may gain the full benefits of Dualcast as an Instant action after attacking, letting them cast 2 spells after attacking by spending the Destiny as noted above.
Furthermore if the Red Mage has the Manafication ability their MP manipulation can lower the Destiny cost of Dualcast. If both White MP and Black MP are below 50% of their respective maximum MP totals the Destiny cost of Dualcast is lowered by 1, while if both White MP and Black MP are at 25% or less the Destiny cost of Dualcast is lowered by 2.
Defining Ability: Manafication
The Red Mage’s MP is split 50-50 (as much as possible) into White MP and Black MP, two mana pools they draw strength from. Whenever a Red Mage uses Black MP to cast a Black Magic spell or White MP to cast a White Magic spell a single die used for that spell may be rerolled. This reroll cannot cause a critical hit.
Ultimate Ability: Chainspell
The Red mage may use a standard weapon attack as one of their spells for Dualcast by spending 2 points of Destiny. In addition they can continue to add extra attacks and spells into the same single action, provided they have the Destiny to spend.
Job Abilities
Ability: Allure
The character chooses a single Humanoid-type foe of the opposite sex (or otherwise potentially interested), designates it to be the target, and then makes an opposed Finesse check as an Instant action. If the Red Mage is successful the target is affected by the status effect Charm until the end of the chapter, or a few hours after the Red Mage has departed the target’s presence. This effect is broken if the Red Mage or any of their allies attack the creature in question. Allure even affects foes who are normally immune to the effects of Charm, although Notorious Monsters, Bosses, and Superbosses still remain nonplussed.
Allure may be attempted only once per chapter, and if the Red Mage has the Composure job ability this also grants the Red Mage a +2 bonus on all Negotiation checks.
Ability: Attune Blade
The Red Mage gains bonus ARM as though they were wielding a Shield of the same tier as their weapon when wielding a single weapon that isn’t Huge sized.
If the Red Mage has the Composure ability, using the Defend action also allows the Red Mage to absorb spells that include them as a target, nullifying that spell completely.
Ability: Balance
The Red Mage learns a single White Magic spell and a single Black Magic spell of a spell level they can cast.
If the Red Mage has the Dualcast ability and they choose to cast a White Magic and Black Magic spell of the same spell level while Dualcasting, those spells deal one additional step of damage or healing. This ability may be taken multiple times, providing two new spells each time (but no additional damage).
Ability: Blood Price
The Red Mage may sacrifice any amount of HP as an Instant action to regain half that amount of MP. This may only be used once per round.
If the Red Mage has the Manafication ability, they choose which MP pool to grant the gained MP to and cannot split this MP gain.
Ability: Charismagic
The Red Mage magically empowers their skills, making all skill checks they make have a minimum bonus equal to half their Finesse score.
In addition, once per chapter as an Instant action the Red Mage may cast a Black Magic spell as though it were White Magic or a White Magic spell as though it were Black Magic. This makes healing spells and status restoring spells cause damage and inflict status effects while damaging spells and status inflicting spells now restore health or remove status effects. In addition this allows the spell to gain benefits from the Manification ability no matter which MP pool is used - the spell is now a mixture of both Black and White Magic.
Ability: Displacement
After making a standard attack the Red Mage may immediately bound backwards a Short range as though they suffered short-range knockback. They may also do this when using a spell from a weapon with the Spellburst property. If a standard attack causes a Spellburst, this allows the Red Mage to be knocked back a medium range instead.
If the Dualcast ability is known then Displacement may be used to cast spells from their weapon with the Spellburst property while Dualcasting without spending MP.
Ability: Elemental Sforzo
Once per chapter, the character may grant themselves or one enemy the Auto-Reflect status as an Instant action, lasting until the start of the Red Mage’s next turn. Spells that have been redirected in this fashion have their damage and healing steps increased by two, and the initial caster gains a +2 bonus for any opposed rolls that may be involved in the spell. This ability does not allow an opposed roll to resist the effects of Auto-Reflect.
Furthermore, if the Red Mage has the Composure ability, using the Defend action may also grant the Red Mage the Reflect status effect if they so choose. This lasts until the start of the Red Mage’s next turn.
Ability: Embolden
The Red Mage may grant two total Spellburst properties using their Spellblade ability. They may choose either the same or different weapon for these properties, however a weapon may only have up to two instances of Spellburst at a single time from this ability. If both spells are on a single weapon they trigger simultaneously upon landing a Critical Hit.
If the Dualcast ability is known the Red Mage may grant both spells to a single weapon as though it was a single use of their Spellblade ability, effectively allowing them to grant four total instances of Spellburst.
Ability: Fencing
The Red Mage may use either DEX or PWR for standard attacks.
If the Red Mage has the Composure ability and they use a spell that causes a status effect they may gain the [Status] Inflict weapon property for the same status effect caused by that spell. This lasts until the end of the next round.
Ability: Gather Magic
As a Slow action by spending 1 point of Destiny the Red Mage uses their weapon to draw ambient magical energy to the area, reducing the MP cost for spells by 50% for all allies and enemies until the end of combat. If the Red Mage has the Manification ability, gathering magic in this way makes either the next Black Magic spell or White Magic spell cast in combat deal one step of additional damage (their choice).
Ability: Glossolalia
The Red Mage may cast White and Black magic that allies know as though they were their own spells, provided the spell is of a level the Red Mage can cast. These spells can still be influenced by the Red Mage’s Manification ability.
Ability: Inquartata
When the Red Mage takes the Defend action they brace themselves to Parry incoming attacks. If an incoming attack that requires ACC to hit the Red Mage misses by 2 or more while defending the Red Mage may use an Instant action to make a standard attack against the user of that attack.
In addition, if the Red Mage has the Composure ability they also receive a +2 bonus to their AVD score and attacks against them deal one fewer step of damage whenever they are attacked by an active Composure target.
Ability: Inquisitor
As an Instant action the Red Mage may make a standard weapon attack against a creature that casts a spell that only targets the Red Mage. If Composure is known this attack also drains MP from the target equal to the amount of MP required to cast that spell, giving it to the Red Mage.
Ability: Jolt
As a Standard action the Red Mage deals damage to a single enemy within a medium range equal (MND x Character Tier) + 2d6, ignoring M.ARM and regaining MP equal to the amount of damage dealt.
If the Red Mage has the Manafication ability they regain this MP as both Black MP and White MP, effectively doubling the MP restoration of this ability.
Ability: Magic Shell
The Red Mage passively gains the SOS-Shell armor property, gaining the Shell status effect when reduced to 25% or less HP. This property immediately happens if a spell would reduce the Red Mage to 25% or less HP.
If the Red Mage has the Manafication ability they may modify this SOS-Shell using White MP and Black MP in the following way:
Ability: Maim and Mend
Casting a Black Magic spell increases the potency of the next White Magic spell the Red Mage casts by one step and casting a White Magic spell increases the potency of the next Black Magic spell the Red Mage casts by one step. The benefits of Maim and Mend last until the end of the Red Mage’s next turn.
If the Red Mage has the Composure ability then Composure is also active against any enemy that damaged an ally the Red Mage healed this turn or last turn.
Ability: Muscle Memory
As an Instant action the Red Mage enters a Fencing stance, choosing to gain one of the following effects until the end of combat or until they use this feature again:
If the Red Mage has the Composure ability they may have two of these stances active at any given time.
Ability: Pflug
[Status] touch granted by the Red Mage’s weapon grants the Red Mage a +2 bonus on opposed rolls to inflict and resist that status effect.
If the Red Mage has the Dualcast ability [Status] touch weapons have a 50% chance of activating for the Red Mage instead of the usual 25%.
Ability: Riposte
Once per combat as an Instant action the Red Mage may make a Standard weapon attack.
If the Red Mage has the Composure ability the Red Mage’s spells made after making a Standard weapon attack do an additional step of damage, lasting until the end of the Red Mage’s next turn.
Ability: Rune Enchantment
The Red Mage never breaks their own weapons when using Spellburst with it, provided it’s a spell that they know.
In addition when the Red Mage is using a weapon with the [Element] Strike, [Element] Ward, [Status]-Proof, [Status] Inflict, or [Status] Touch property they may, as a Standard action on their turn, change the weapon’s element or named status to any other they like, so long as the rules would normally allow it. For example, a Tier 2 weapon may still not deal Holy damage with [Element] Strike, but the Red Mage could transform Blind Touch into Poison Touch at will.
The Red Mage may not use Rune Enchantment to change weapon properties that are granted by job abilities from other classes; they may only change the properties that already exist on the weapon or properties gained from spells or Red Mage abilities.
If Dualcast is known the Red Mage may instead spend 1 point of Destiny as a Standard action on their turn to twin one of the aforementioned properties, making their weapon have both the original property and the property they were planning on changing it to.
Ability: Spellbreaker
Spellbreaker absorbs and negates the first spell cast in the Red Mage's presence, be it from friend or foe. Using Spellbreaker is an Instant action that lasts until the Red Mage either successfully absorbs a spell or until the start of their next turn.
After a spell is absorbed by Spellbreaker, the Red Mage may make their weapon gain the Spellburst property with that spell, lasting until the end of combat or until they use the absorbed spell with a Spellburst. Spellbreaker may be used once per combat. If the Red Mage has the Dualcast ability they may instead absorb the first two spells cast in their presence before this ability ends.
Ability: Spellbound
When an ally (not the Red Mage) has the Spellburst property trigger due to a Critical Hit the Red Mage may immediately cast the same spell as the Spellburst as an Instant action for no MP, provided the Red Mage knows the triggering spell.
In addition, if the Red Mage uses Dualcast to cast the same status spell twice in a single round, that status effect lasts until the end of combat instead of ending after 4 rounds.
Ability: Spontaneity
The Red Mage only loses MP after a spell is cast, instead of when the casting of the spell begins. If something would interrupt the cast, the MP is not lost.
If the Red Mage has the Manafication ability they may decide to swap spells on the fly while casting - right before the spell would be cast they may use an Instant action to change the spell to a different spell they know of the same color (white or black).
Ability: Stymiera
Once per chapter as an Instant action the Red Mage may ignore all status resistances and immunities (except Bosses immunity to percent damage) of creatures until the end of their next round.
In addition, if the Red Mage knows the Dualcast ability, casting the same non-damaging single target spell twice in a turn will make that spell target all allies or all enemies instead of the spell's usual targets.
Ability: Ver-Spell
Spells deal an increased step of damage for each spell or standard attack the Red Mage has already done in the current round.
If the Manafication ability is known the Red Mage’s Black Magic is quickened if they have less White MP and their White Magic is quickened if they have less Black MP. Spells quickened with this ability can be cast as a Standard action instead of a Slow action.
Ability: Zwerchhau
When the Red Mage uses a single weapon that isn’t Huge sized they may make a second attack with the same weapon.
If the Red Mage has the Manafication ability and both their White MP and Black MP are below 50% they may have their critical hit range increase by one for weapons and spells (usually making their critical hits and Spellburst properties trigger off of attacks they make on rolls of 11-12), provided they are only using a single weapon that isn’t Huge sized.
The character chooses a single Humanoid-type foe of the opposite sex (or otherwise potentially interested), designates it to be the target, and then makes an opposed Finesse check as an Instant action. If the Red Mage is successful the target is affected by the status effect Charm until the end of the chapter, or a few hours after the Red Mage has departed the target’s presence. This effect is broken if the Red Mage or any of their allies attack the creature in question. Allure even affects foes who are normally immune to the effects of Charm, although Notorious Monsters, Bosses, and Superbosses still remain nonplussed.
Allure may be attempted only once per chapter, and if the Red Mage has the Composure job ability this also grants the Red Mage a +2 bonus on all Negotiation checks.
Ability: Attune Blade
The Red Mage gains bonus ARM as though they were wielding a Shield of the same tier as their weapon when wielding a single weapon that isn’t Huge sized.
If the Red Mage has the Composure ability, using the Defend action also allows the Red Mage to absorb spells that include them as a target, nullifying that spell completely.
Ability: Balance
The Red Mage learns a single White Magic spell and a single Black Magic spell of a spell level they can cast.
If the Red Mage has the Dualcast ability and they choose to cast a White Magic and Black Magic spell of the same spell level while Dualcasting, those spells deal one additional step of damage or healing. This ability may be taken multiple times, providing two new spells each time (but no additional damage).
Ability: Blood Price
The Red Mage may sacrifice any amount of HP as an Instant action to regain half that amount of MP. This may only be used once per round.
If the Red Mage has the Manafication ability, they choose which MP pool to grant the gained MP to and cannot split this MP gain.
Ability: Charismagic
The Red Mage magically empowers their skills, making all skill checks they make have a minimum bonus equal to half their Finesse score.
In addition, once per chapter as an Instant action the Red Mage may cast a Black Magic spell as though it were White Magic or a White Magic spell as though it were Black Magic. This makes healing spells and status restoring spells cause damage and inflict status effects while damaging spells and status inflicting spells now restore health or remove status effects. In addition this allows the spell to gain benefits from the Manification ability no matter which MP pool is used - the spell is now a mixture of both Black and White Magic.
Ability: Displacement
After making a standard attack the Red Mage may immediately bound backwards a Short range as though they suffered short-range knockback. They may also do this when using a spell from a weapon with the Spellburst property. If a standard attack causes a Spellburst, this allows the Red Mage to be knocked back a medium range instead.
If the Dualcast ability is known then Displacement may be used to cast spells from their weapon with the Spellburst property while Dualcasting without spending MP.
Ability: Elemental Sforzo
Once per chapter, the character may grant themselves or one enemy the Auto-Reflect status as an Instant action, lasting until the start of the Red Mage’s next turn. Spells that have been redirected in this fashion have their damage and healing steps increased by two, and the initial caster gains a +2 bonus for any opposed rolls that may be involved in the spell. This ability does not allow an opposed roll to resist the effects of Auto-Reflect.
Furthermore, if the Red Mage has the Composure ability, using the Defend action may also grant the Red Mage the Reflect status effect if they so choose. This lasts until the start of the Red Mage’s next turn.
Ability: Embolden
The Red Mage may grant two total Spellburst properties using their Spellblade ability. They may choose either the same or different weapon for these properties, however a weapon may only have up to two instances of Spellburst at a single time from this ability. If both spells are on a single weapon they trigger simultaneously upon landing a Critical Hit.
If the Dualcast ability is known the Red Mage may grant both spells to a single weapon as though it was a single use of their Spellblade ability, effectively allowing them to grant four total instances of Spellburst.
Ability: Fencing
The Red Mage may use either DEX or PWR for standard attacks.
If the Red Mage has the Composure ability and they use a spell that causes a status effect they may gain the [Status] Inflict weapon property for the same status effect caused by that spell. This lasts until the end of the next round.
Ability: Gather Magic
As a Slow action by spending 1 point of Destiny the Red Mage uses their weapon to draw ambient magical energy to the area, reducing the MP cost for spells by 50% for all allies and enemies until the end of combat. If the Red Mage has the Manification ability, gathering magic in this way makes either the next Black Magic spell or White Magic spell cast in combat deal one step of additional damage (their choice).
Ability: Glossolalia
The Red Mage may cast White and Black magic that allies know as though they were their own spells, provided the spell is of a level the Red Mage can cast. These spells can still be influenced by the Red Mage’s Manification ability.
Ability: Inquartata
When the Red Mage takes the Defend action they brace themselves to Parry incoming attacks. If an incoming attack that requires ACC to hit the Red Mage misses by 2 or more while defending the Red Mage may use an Instant action to make a standard attack against the user of that attack.
In addition, if the Red Mage has the Composure ability they also receive a +2 bonus to their AVD score and attacks against them deal one fewer step of damage whenever they are attacked by an active Composure target.
Ability: Inquisitor
As an Instant action the Red Mage may make a standard weapon attack against a creature that casts a spell that only targets the Red Mage. If Composure is known this attack also drains MP from the target equal to the amount of MP required to cast that spell, giving it to the Red Mage.
Ability: Jolt
As a Standard action the Red Mage deals damage to a single enemy within a medium range equal (MND x Character Tier) + 2d6, ignoring M.ARM and regaining MP equal to the amount of damage dealt.
If the Red Mage has the Manafication ability they regain this MP as both Black MP and White MP, effectively doubling the MP restoration of this ability.
Ability: Magic Shell
The Red Mage passively gains the SOS-Shell armor property, gaining the Shell status effect when reduced to 25% or less HP. This property immediately happens if a spell would reduce the Red Mage to 25% or less HP.
If the Red Mage has the Manafication ability they may modify this SOS-Shell using White MP and Black MP in the following way:
- By spending 40 White MP as an Instant action all allies gain SOS-Shell until the end of combat. This immediately happens if that ally is reduced to 25% or less HP.
- By spending 40 Black MP as an Instant action the Red Mage ignores the benefits of Shell, M.ARM, and Unusual Defense on an enemy while they are reduced to 25% or less HP.
Ability: Maim and Mend
Casting a Black Magic spell increases the potency of the next White Magic spell the Red Mage casts by one step and casting a White Magic spell increases the potency of the next Black Magic spell the Red Mage casts by one step. The benefits of Maim and Mend last until the end of the Red Mage’s next turn.
If the Red Mage has the Composure ability then Composure is also active against any enemy that damaged an ally the Red Mage healed this turn or last turn.
Ability: Muscle Memory
As an Instant action the Red Mage enters a Fencing stance, choosing to gain one of the following effects until the end of combat or until they use this feature again:
- Blazing: The Red Mage’s ACC is increased by 1.
- Salwart: The Red Mage gains a bonus to their ARM and M.ARM equal to (Half-Level x their Finesse score).
- Fangged: The Red Mage’s weapon attacks deal additional damage equal to (Half-Level x their Finesse score).
- Soaring: The Red Mage’s AVD is increased by 1.
If the Red Mage has the Composure ability they may have two of these stances active at any given time.
Ability: Pflug
[Status] touch granted by the Red Mage’s weapon grants the Red Mage a +2 bonus on opposed rolls to inflict and resist that status effect.
If the Red Mage has the Dualcast ability [Status] touch weapons have a 50% chance of activating for the Red Mage instead of the usual 25%.
Ability: Riposte
Once per combat as an Instant action the Red Mage may make a Standard weapon attack.
If the Red Mage has the Composure ability the Red Mage’s spells made after making a Standard weapon attack do an additional step of damage, lasting until the end of the Red Mage’s next turn.
Ability: Rune Enchantment
The Red Mage never breaks their own weapons when using Spellburst with it, provided it’s a spell that they know.
In addition when the Red Mage is using a weapon with the [Element] Strike, [Element] Ward, [Status]-Proof, [Status] Inflict, or [Status] Touch property they may, as a Standard action on their turn, change the weapon’s element or named status to any other they like, so long as the rules would normally allow it. For example, a Tier 2 weapon may still not deal Holy damage with [Element] Strike, but the Red Mage could transform Blind Touch into Poison Touch at will.
The Red Mage may not use Rune Enchantment to change weapon properties that are granted by job abilities from other classes; they may only change the properties that already exist on the weapon or properties gained from spells or Red Mage abilities.
If Dualcast is known the Red Mage may instead spend 1 point of Destiny as a Standard action on their turn to twin one of the aforementioned properties, making their weapon have both the original property and the property they were planning on changing it to.
Ability: Spellbreaker
Spellbreaker absorbs and negates the first spell cast in the Red Mage's presence, be it from friend or foe. Using Spellbreaker is an Instant action that lasts until the Red Mage either successfully absorbs a spell or until the start of their next turn.
After a spell is absorbed by Spellbreaker, the Red Mage may make their weapon gain the Spellburst property with that spell, lasting until the end of combat or until they use the absorbed spell with a Spellburst. Spellbreaker may be used once per combat. If the Red Mage has the Dualcast ability they may instead absorb the first two spells cast in their presence before this ability ends.
Ability: Spellbound
When an ally (not the Red Mage) has the Spellburst property trigger due to a Critical Hit the Red Mage may immediately cast the same spell as the Spellburst as an Instant action for no MP, provided the Red Mage knows the triggering spell.
In addition, if the Red Mage uses Dualcast to cast the same status spell twice in a single round, that status effect lasts until the end of combat instead of ending after 4 rounds.
Ability: Spontaneity
The Red Mage only loses MP after a spell is cast, instead of when the casting of the spell begins. If something would interrupt the cast, the MP is not lost.
If the Red Mage has the Manafication ability they may decide to swap spells on the fly while casting - right before the spell would be cast they may use an Instant action to change the spell to a different spell they know of the same color (white or black).
Ability: Stymiera
Once per chapter as an Instant action the Red Mage may ignore all status resistances and immunities (except Bosses immunity to percent damage) of creatures until the end of their next round.
In addition, if the Red Mage knows the Dualcast ability, casting the same non-damaging single target spell twice in a turn will make that spell target all allies or all enemies instead of the spell's usual targets.
Ability: Ver-Spell
Spells deal an increased step of damage for each spell or standard attack the Red Mage has already done in the current round.
If the Manafication ability is known the Red Mage’s Black Magic is quickened if they have less White MP and their White Magic is quickened if they have less Black MP. Spells quickened with this ability can be cast as a Standard action instead of a Slow action.
Ability: Zwerchhau
When the Red Mage uses a single weapon that isn’t Huge sized they may make a second attack with the same weapon.
If the Red Mage has the Manafication ability and both their White MP and Black MP are below 50% they may have their critical hit range increase by one for weapons and spells (usually making their critical hits and Spellburst properties trigger off of attacks they make on rolls of 11-12), provided they are only using a single weapon that isn’t Huge sized.