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Final Fantasy Tactics Job Classes

Jobs
Archer Arithmetician Bard Black Mage
Chemist Dancer Dragoon Geomancer
Knight Mime Monk Mystic
Ninja Orator Samurai Squire
Summoner Thief Time Mage White Mage


Time Mage

A mage capable of temporal and spatial manipulation. The time mage's job command Time Magicks enables the use of magicks that affect the movement and turn order of enemies and allies.
Time Mage Time Mage

Vital Statistics

Prerequisite Classes
Black Mage Level 3
Base StatsMoveJumpSpeedEvadeRelative Base / Bonus Values
Attack Magic HP MP Speed
3365★ / ★★★★★★★★★ / ★★★★★ / ★★★★★★★★★ / ★★★★★ / ★★★
Basic Skillset

Note: Click each skill name for more detailed information.

Time Magicks
Time mage job command. Enables the use of magicks that affect the movement and turn order of enemies and allies.
Skill NameDescriptionHoriz. RangeVert. RangeEffect RadiusMP UsedSpeedPoints
SlowMagick that delays the passage of time, inflicting Slow on distant units.
Quote:O river of time, your flow withhold, the unworthy to impede! Slow!
3028280
HasteMagick that speeds the passage of time, granting Haste to distant units.
Quote:Swift as wind you slip time's grasp, flit now hither and yon! Haste!
30282100
ImmobilizeMagick that creates an anomaly in space to hinder movement, inflicting Immobilize on distant units.
Quote:O land of life sustaining, stay those who would do us harm! Immobilize!
312103100
FloatMagick that warps space, granting Float to distant units.
Quote:O land of mercy and grace, grant us leave from your embrace! Float!
41282200
GravityMagick that conjures gravitational forces, reducing the HP of distant units by a small proportion of their maximum.
Quote:This land torn by deaths untold, let your pain form ebon chains! Gravity!
412246250
ReflectMagick that creates a magick-repelling field, granting Reflect to a distant unit.
Quote:Words beyond count to silence lost, become dark-repelling light! Reflect!
402122300
StopMagick that halts the passage of time, inflicting Stop on distant units.
Quote:Spirits to time attending, hide us from the hands of deities malign! Stop!
302147350
GravigaMagick that conjures powerful gravitational forces, reducing the HP of distant units by a large proportion of their maximum.
Quote:Jet-black ram in dark age born, beshroud the light of the world! Graviga!
4325010550
SlowjaMagick that delays the passage of time, inflicting Slow on distant units. Vertical range is improved compared to the Slow spell.
Quote:By heavenly will does true time flow, our destinies to ordain! Slowja!
332255600
HastejaMagick that speeds the passage of time, granting Haste to distant units. Vertical range is improved compared to the Haste spell.
Quote:O river of time, embrace us full, a mighty maelstrom birth! Hasteja!
332255600
QuickMagick that hastens the localized passage of time, allowing the next turn of a distant unit to come immediately.
Quote:Crystal of time in turmoil lost, return you to spiral's heart! Quick!
401244900
MeteorMagick that warps space-time, causing an enormous meteor to descend and smite distant units.
Quote:The time is come. Stars descend, the unforgiven to smite! Meteor!
4347010900
Basic AbilitiesSkill TypeSkill NameDescriptionTrigger JP Required
ReactionCritical: QuickIf the unit receives damage and is in critical condition, the unit's next turn will come immediately.Critical800
ReactionMana ShieldWhen receiving damage, MP is reduced rather than HP.HP Loss400
SupportSwiftspellReduces the time needed to cast magick spells.N/A1000
MovementTeleportAllows the unit to warp instantly to destination tiles. May fail when attempting to travel to locations that exceed the unit's movement and jump attributes. Movement cannot be reset for units with this ability.N/A3000
MovementLevitateGrants permanent Float status in battle, allowing movement while levitating at an elevation of 1 above the ground.N/A540

Subjective Analysis

Time Mages have some great spells that are worth getting, but they alone do not pose much of a threat to the enemy. They are weak and vulnerable, and they do not have any practical healing or attacking spells, just support spells. That aside, though, those support spells can be a fair bit of fun as a secondary ability if you want to dedicate your time to leveraging them.

The spells worth getting here are Haste, Slow, Immobilize, Stop, and, to a lesser extent, Quick. Meteor sounds nice but it's incredibly expensive JP and MP-wise, and it takes way too long to charge to be of much use. This mage also has some other abilities that are nice; Swiftspell helps make use of some painfully slow abilities, and Critical: Quick can be a nice get-out-of-jail reaction to help get frontline units briefly out of trouble, though the triggering mechanism may of course fail or be too little, too late.

Equipment

Types: Weapons Armor Headgear



Jobs
Archer Arithmetician Bard Black Mage
Chemist Dancer Dragoon Geomancer
Knight Mime Monk Mystic
Ninja Orator Samurai Squire
Summoner Thief Time Mage White Mage


Caves of Narshe: Final Fantasy Tactics
Version 6
©1997–2026 Josh Alvies (Rangers51)

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