Red Mage
April 4, 2017
15:31
The good news: Amazing early game due to awesome spell selection.  If you aren't on Natural and get another spellcaster, X-Magic is godly
The bad news: Peters out in usefulness as the game goes on.  Natural challenge characters will find them turning into a weaker fighter with very minor utility as time goes on, and depending on other jobs rolled, their value to other players might not be so hot either.
Strength
+8
Agility
+5
Vitality
-6
Magic
+8
Hands
Knives
Swords
Rods
Staves
Armor
Medium Headgear
Light Headgear
Medium Armor
Light Armor
Light Accessories
Command
!Red Magic
Abilities
Level
AP
Ability
Innate
Equip Stats
Description
1
20
!Red Magic Lv. 1
No
Magic +6
Enables the use of Red Magic in any class, starting with Fire, Blizzard, Thunder, Cure, Poisona, and Libra.  As the Red Mage Job level increases, additional spells are added to this list, as well as increasing the power of the Magic stat transferred.  Remember, characters already in Red Mage can use any spell regardless.
2
40
!Red Magic Lv. 2
Magic +7
Adds Poison, Sleep, Toad, Silence, Protect, and Mini
3
100
!Red Magic Lv. 3
Magic +8
Adds Fira, Blizzara, Thundara, Cura, Life, and Charm
4
999
!Dualcast
Magic +8
Enables the full list of White/Black Magic.  In addition, when you use this command, you cast TWO spells in a row, one immediately after another.  This is the thing that keeps a Red Mage not completely useless (though still very hindered) late-game.
However, if you've got another magic User, X-Magic is amazing.  If you equip !X-Magic to a White Mage, Black Mage, Time Mage, Summoner, or Magic Knight, you will be able to dual-cast the full spell set of those classes!
Success Strategy
Enjoy your awesome spell selection early game.  As the game goes on, however, Red Mage's limited spell pool begins to hurt.  X-Magic still can help alleviate it, but generally, you'll want to be in a class that's NOT a Red Mage later on because its stat mods are middling and it transfers over its Magic Stat when equipped with White/Black or X-Magic as well.
If you're going to be using a Red Mage throughout, the farther you get in the game the more you'll be relying on careful equipment choices.  Take advantage of its use of Swords, and don't forget that you can doublecast Protect (to put it on your party quickly), some status spells, and even Life in a pinch.
Also, remember that Rods exist and can be broken to cast the 3rd tier spells, which Red Mage doesn't get access to - the power difference will still be more even compared to !X-Magic with enhanced elements.
Red Magic
  All these spells are copied almost direct from the Black/White magic lists and work exactly the same.
Please remember that spells with a "chance" are affected by Magic Accuracy things - including boss Magic Evade which can make some of these spells a lot worse.  However, you never have to worry about the accuracy of spells without a listed rate.  See the Magic Accuracy mechanics section for information on how it works.
All spells on the Red Mage's magic list can be reflected.
Spell
Power
MP
Found
Notes
Fire/Blizzard/Thunder
15
4
Act 1, various magic shops
Deals Fire/Ice/Bolt damage elements respectively
Equip a Fire/Ice/Bolt rod to enhance damage dealt
Cure
15
4
Act 1 Magic shops
Heals ally (or allies)
Target Undead enemies to deal damage instead
Libra
--
1
Act 1 Magic shops
Reveals target's Level, HP, elemental weaknesses, and current status conditions
Note that some enemies are immune to HP Scan and will simply display "????? / ????? HP"
Poisona
--
2
Act 1 Magic shops
Cures Poison
Does NOT cure "HP Leak" (the steady, constant dropping of HP via spells like Bio), only Poison.
Poison
--
2
Act 1, Karnak/Crescent magic shops
99% chance of Poison
Poison works on several early bosses but is rare later
Sleep
--
3
Act 1, Karnak/Crescent magic shops
90% chance of Sleep
Target weak to Sleep & Poison?  Hehehehe...
Toad
--
8
Act 1, Istory (Found)
Act 3, Mirage (If missed)
80% chance of Toad
Can be cast while Toad
Silence
--
2
Act 1 Carwen/Karnak shops
75% chance of Mute, disabling enemy spellcasting
You'd be surprised how many mage enemies can be muted
Seriously.  This is a grade-A spell here.
Protect
--
3
Act 1 Carwen/Karnak shops
Reduces all physical damage received by one ally by roughly half
This spell affects the Multiplier, not Def, thus it affects all physical attacks
Because of the way Multiplier works, this spell at LEAST halves damage, potentially more
The results can get even more powerful on an ally in the back row
Mini
--
5
Act 1, Ronka Ruins
Act 3, Mirage (if missed)
Toggles Mini status
Fira/Blizzara/Thundara
50
10
Act 1, Karnak/Crescent magic shops
That's 250% of the MP cost, for 333% of the damage of tier 1!
Cura
45
9
Act 1, Karnak/Jacole shops
225% MP cost for 300% effectiveness compared to Cure 1
Again, can be casted on Undead to deal damage
Raise
--
29
Act 1, Karnak/Jacole shops
Revives a single ally with 29 MP
Cast on an enemy undead, it has a 50% chance of killing them instantly
This destruction effect ignores immunity, but not Heavy
Confuse
--
4
Act 1, Karnak/Jacole shops
75% chance of Confuse
If you have a Blue Mage on the party (unlikely unless you're on Random), congrats!
Don't underestimate how much can be confused