Old School's Red Mage Schooling

"I love red mages, but they still suck"
Then, I have to follow that with an explanation:
Red Mages in many games of the series were unbalanced and in some cases served as utility classes. Despite this, I actually really enjoyed the challenge of still running them end game. Fun fact, FF1 for NES came out when I was very young, and the original description (direct from the original game book) was so appealing:
Quote from: Original NES BookThe Red Magician has the ability to learn some of both black and white magic spells and is a fairly good fighter.To a small child, words like "some" and "fairly" hold no weight. As such, I ran 4 Red Mages, and soon learned the error of my ways.
First and foremost, what is a Red Mage?
The Red Mage has been a Final Fantasy staple since the dawn of FFTime. When it debuted in FF, it existed only to suck. Most people would argue and say "you're wrong, old school! They used white and black magics, a wide variety of weapons, and heavy armors!" To this, I usually grunt or roll my eyes. I like to think I'm an expert on the topic, having made a huge mistake my first go round at the age of 5 and playing 4 Red Mages.
End game Red Mages couldn't use any armor, plateaued in their stats, lacked the best white and black spells, and had a crappy selection of even mage gear. Later games introduced cool stuff like spell proficiencies, dual-casting (the Red Mage trademark), enchanting weapons like the FFV Sorceror... This did a lot for the Red Mage, and serves as the foundation for my Red Mage.
If you think I'm full of crap, you're not wrong. My spouse's ex would absolutely agree with you. I do rely heavily on my experience grinding Red Mage JP/XP, as well as the incredibly thorough stuff at https://finalfantasy.fandom.com/wiki/Red_Mage.
I wanted to show my appreciation to Lijj & Cheetah as early in the post as possible, so it's worth noting that several Red Mage sprites exist (http://ffhacktics.com/sprites.php?search=red+mage) and in addition to my son who loves Red Mages, served as inspiration. Thanks, Lijj, Cheetah, and Nightmare Child!
What do they wear?
Red Mages have seen a lot of changes over the years as games evolved. Unfortunately, none of those changes made them great. They just have cool hats. Originally, Red Mages used knives, swords, rods, staves, and a few other miscellaneous items, and wore armor and light shields, but ended up just being a crappier version of its black and white counterparts as the black and white robes were exclusively for their respective mages. In FFIII, however, they became slightly more versatile with the use of a few bows. True to the Red Mage form, though, the best bows were reserved for real Light Warriors!
Does FFT support Red Mage Mechanics?

FFXI was also kind enough to bring us skills from an actual awesome job (Sorceror), stealing them instead for your Red Mage. FFT doesn't support the elementally charged strikes without heavier modding. That brings us to enfeebling spells.
What Red Magics already exist?
All of them! Red Magic was a mix of white and black magics. It's really about how you want to make your Red Mage unique. I personally try to avoid duplicating any skills across classes. It's just... lazy. Good news, there's an even crappier job than the Red Mage, and that's the Oracle! If you pair up White Magic and your new Red Magic skillsets, you have a healing, enfeebling, useless in end-game, magical warrior. Just an example. You can save yourself something like 14 (fourteen!!) ability slots by getting rid of the most notoriously worst class in Final Fantasy history. No, I'm not an advocate for the level down cheat.
This is not the only Red Mage flavor, but because it's mine, I'm going to pass it off as the best.
It's not. I just can't stress enough how much I hate the Oracle and love vanilla.
Awesome, old school! I'm going to jump in and make one!
Unlike my post about the Blue Mage, I really think this is a worthy addition, and I'm honestly disappointed in Square for not having done it initially. Even better, the only thing you really may want to change is the PA multiplier. Remember, like the Oracle, the Red Mage is supposed to suck. Just up the multipliers, add a few weapons types, and you're good to go with your crappy, sorta versatile, new Warrior of Light! But, for the love of God, please don't give them armor and knight swords!
I'd love to hear your Red Mage designs in the comments below. This post is oozing with seeming disdain for Red Mages, but they are my favorite class, and how you'd make them not suck is interesting!
Suggested Red Mage Flavors
It is recommended that you explore your own creativity, but here are a few to get you started. Feel free to mix and match to your heart's content, and if you have an idea that is worth sharing, add it in the comments below to have it featured.
If you feel your idea has been misrepresented, please contact me directly so we can collaborate and get your idea out here properly.
You got the wrong game, bruv. Try this: https://finalfantasy.fandom.com/wiki/Final_Fantasy_V
- Rename all instances of Yin Yang Magic to Red Magic because Red Magic is a better, gluten-free option
- Give the Red Mage Knives, Swords, Rods, Staves, Bows (introduced in FFIII, look it up), Shields
- Give the Red Mage Hats, Robes, Clothes
- As a front-line fighter, I'm toying with reducing spell CT
- Boost HP growth/mult, Speed mult, PA mult (Oracle SUCKS), Move & ChEv% (to be on par with other versatile/mobile classes)
For a very basic change to keep the vanilla feel and limit the need for extensive modding, change the Oracle HP multiplier/growth, and PA and Speed multipliers. Make sure to update equipment and possibly reaction abilities to support this better version of the Oracle.
- Give it strong (but not the best) MA and PA, and slightly above average SP, but to give it low HP, MP, and Move, and merely average Ev%.
- Update equipment selection to include your preference for weapons, as well as armor, robes, etc
@Nyzer's explanation:
Quote from: Nyzer on January 21, 2020, 10:07:58 pmThe low Move would fall in line with the Red Mage being a caster. This wouldn't cripple its usefulness because it has both ranged damage and support options. Yes, its lower spell levels would mean that this isn't going to be OMGWTF damage, but it's not nothing, and allowing the Red Mage to have high PA still allows it to be a useful damage dealer in melee range. Not as much as a Knight Sword wielder, but KS are stupidly OP anyway with all their buffs and the ability to dual wield them. Rebalancing Knight Swords just so that - for example - they can't be dual wielded, while regular swords still can; or so that they're forced 2H but swords can still be used with shields or the Doublehand support, would easily make the Red Mage a worthy melee fighter without giving it Knight Swords.
The low HP wouldn't cripple the Red Mage either. Giving them Protect, Shell, and Regen, in addition to their lower Move, easily allows them the opportunity to buff up before they hit the front line. A Red Mage with Protect & Regen could theoretically be tankier than a heavy armor job without it.
- Give skills that control the flow of battle via MP restoration (ex: single target restore caster, AoE restore allies)
- Give short range skills to force melee range combat
@Nyzer's explanation:
Quote from: Nyzer on January 21, 2020, 10:07:58 pmGive the Red Mage its own unique niche: the mana battery. FFT surprisingly really doesn't do much with the concept of MP restoration. Even the Dark Knight's Dark Sword/Duskblade/Infernal Strike skill is nearly useless as an MP restoration skill since it's exclusively put on jobs that have no-cost healing and attack moves. You could give the Red Mage a very unique role with just two skills: one ranged skill that costs MP, restores MP (whether AoE or single target is up to you), and cannot hit its caster, and then one sword-requirement weapon range skill that drains a target's MP. (You could even drop that last skill if you just wanted to move Duskblade here but I'm not much of a fan of that idea, especially since I think forcing the Red Mage to be in melee range if it wants to do a lot of casting is a good way to reinforce its mixed-role design.)
All of this would turn the Red Mage into a unit that perfectly straddles the line between caster and melee, encouraging the player to switch between both no matter what the Red Mage's current role in the team is. If you're using them as a melee attacker, you'll still want to toss out some Blizzaras before you can close the gap, and regularly top up its Protect/Regen. If you're using them as a supportive caster, you'll still want to dart in and top up your MP with a Manastrike (name pending trademark) since you don't have the MP pool that the focused caster jobs do.
Quote from: Nyzer on January 22, 2020, 10:14:42 amKicking some of their status effects to a physical job would free up space to get experimental with their niche and expand a bit on what they do. Removing beneficial effects in order to heal a unit, removing negative effects from allies at the cost of HP, MP restoration (if not using the Red Mage for it), etc. They can be status-focused without being so one-note.
Resources:
This post has been made possible by the members of this site. Special thanks to:
Lijj
Cheetah
Nyzer
Nyzer
Nyzer
Nyzer