Final Fantasy Tactics Job Classes
Jobs | |||
Archer | Arithmetician | Bard | Black Mage |
Chemist | Dancer | Dark Knight | Dragoon |
Geomancer | Knight | Mime | Monk |
Mystic | Ninja | Onion Knight | Orator |
Samurai | Squire | Summoner | Thief |
Time Mage | White Mage |
Time MageA warrior who uses Time Magicks to control space and time, toying with laws created by the gods themselves. | ![]() |
Vital Statistics
Prerequisite Classes | Black Mage Level 3 | ||||||||
Base Stats | Move | Jump | Speed | Evade | Relative Base / Bonus Values | ||||
Attack | Magic | HP | MP | Speed | |||||
3 | 3 | 6 | 5 | ★ / ★★★★ | ★★★★★ / ★★★ | ★★ / ★★★★ | ★★★★★ / ★★ | ★★★ / ★★★ |
Basic Skillset Note: Click each skill name for more detailed information. | Time Magicks Time mage job command. Enables the use of magicks that manipulate time and space. | |||||||||||||||||||
Skill Name | Description | Horiz. Range | Vert. Range | Effect Radius | MP Used | Speed | Points | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Haste | Time magick that hastens the passage of time for its targets, effectively boosting their Speed. | 3 | 0 | 2 | 8 | 50 | 100 | |||||||||||||
Hasteja | Time magick that hastens the passage of time for its targets, effectively boosting their Speed. | 3 | 3 | 2 | 30 | 15 | 600 | |||||||||||||
Slow | Time magick that inhibits the passage of time for its targets, effectively reducing their Speed. | 3 | 0 | 2 | 8 | 50 | 80 | |||||||||||||
Slowja | Time magick that inhibits the passage of time for its targets, effectively reducing their Speed. | 3 | 3 | 2 | 30 | 15 | 600 | |||||||||||||
Stop | Time magick that halts the passage of time for its targets, preventing them from receiving turns. | 3 | 0 | 2 | 14 | 15 | 350 | |||||||||||||
Immobilize | Time magick that creates an anomaly in space to prevent its targets from moving. | 3 | 1 | 2 | 10 | 34 | 100 | |||||||||||||
Float | Time magick that warps space, allowing its targets to float a height of 1h above the ground. | 4 | 1 | 2 | 8 | 50 | 200 | |||||||||||||
Reflect | Time magick that creates a magick-reflecting field. | 3 | 0 | 2 | 12 | 50 | 300 | |||||||||||||
Reflect | Conjure a magick-reflecting wall. Effect: Reflect | 3 | 0 | 2 | 12 | 50 | 300 | |||||||||||||
Quick | Time magick that hastens the localized passage of time, causing the target's turn to come more quickly. | 4 | 0 | 1 | 24 | 25 | 900 | |||||||||||||
Gravity | Time magick that conjures up a supermassive field, inflicting damage with powerful gravitational forces. | 4 | 1 | 2 | 24 | 17 | 250 | |||||||||||||
Graviga | Time magick that conjures up a supermassive field, inflicting damage with powerful gravitational forces. | 4 | 3 | 2 | 50 | 12 | 550 | |||||||||||||
Meteor | Time magick that warps space-time, causing an enormous meteor to fall on the battlefield. | 4 | 3 | 4 | 70 | 8 | 1500 |
Basic Abilities | Skill Type | Skill Name | Description | Trigger | JP Required |
Reaction | Critical: Quick | Receive an immediate turn when critically wounded. Trigger: Critical | Critical Status | 800 | |
Reaction | Mana Shield | Damage is dealt to MP rather than HP. Trigger: HP Loss | HP Damage | 400 | |
Support | Swiftness | Shorten charge time. | N/A | 1000 | |
Movement | Teleport | Warp instantly to destination tiles. May fail when attempting to travel to distant locations. | N/A | 650 | |
Movement | Levitate | Move while floating a height of 1h above the ground. | N/A | 540 |
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; Swiftness 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.
Jobs | |||
Archer | Arithmetician | Bard | Black Mage |
Chemist | Dancer | Dark Knight | Dragoon |
Geomancer | Knight | Mime | Monk |
Mystic | Ninja | Onion Knight | Orator |
Samurai | Squire | Summoner | Thief |
Time Mage | White Mage |
Version 6
©1997–2025 Josh Alvies (Rangers51)
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