"These accomplished mages can alter space and time."
—Description
The Time Mage is a Job in Final Fantasy Tactics A3. As with all Time Magics, the spells cause various status effects on the target, such as Haste, Stop, and Quicken. They are available to Moogles and Nu Mou, but are better off with the Nu Mou, since the Moogle's Juggler Job has another, slightly more useful version of the Quicken and Stop spells and the special job Bard also has a chance to cast Haste with the spell Nameless Song. As with most Time Mages in the series, they are primarily viewed as a support job that buffs units, a classic combination is to cast Extend on multiple units at the start of a battle, followed by Hastega. Stop can also be lethal if it is successful as it not only leaves the victim defenseless, but also prone to having items stolen, being hit by the Arcanist's Death spell and other negative effects that would otherwise have low Accuracy and its duration can be prolonged by Extend. In favor of the Arcanist all Gravity spells, Demi and Quarter have been renamed Gravity and Graviga, Time Mages learn Extend and Undo in their stead. Halve MP will make all Time spells usable in one turn, although only Nu Mou Time Mages can learn it through the Illusionist job. As with most Mages, their Defense is almost nonexistent at best, but can be somewhat covered by using gimmicks such as casting Reflect to counter Magick, equipping a Ribbon which grants immunity to debuffs, and having Reflex to evade standard physical attacks.
TIME MAGESuse these powerful magicks to manipulate space and time.
Skill
Weapon Learned From
Effect
Range
MP Cost
AP To Master
Haste
Firewheel Rod
Bestows Haste on one unit.
3
8
250
Hastega
Flame Rod
Bestows Haste in a small area.
3
16
350
Quicken
Thor Rod
Bestows Quicken.
3
12
400
Slow
Terre Rod
Inflicts Slow in a small area.
3
8
250
Reflect
Thunder Rod
Bestows Reflect.
3
8
250
Stop
Chill Rod
Inflicts Stop.
3
12
350
Extend
Stardust Rod
Increases duration of buffs and debuffs on units within a small area.
3
8
150
Undo
Crown Scepter
If healed on previous turn deals damage to selected unit. If damaged on previous turn unit selected will be healed. This happens to the target's MP as well as HP.