Time Mage
April 4, 2017
15:31
The good news: You have access to several very powerful supportive spells
The bad news: You're not quite as great at raw damage or healing as some jobs
Strength
-5
Agility
+2
Vitality
-3
Magic
+24
Hands
Knives
Rods
Staves
Armor
Light Headgear
Light Armor
Light Accessories
Command
!Time Magic
Abilities
Level
AP
Ability
Innate
Equip Stats
Description
1
10
!Time Magic Lv. 1
No
Magic +14
Enables the use of Time Magic in any class, starting with just Speed, Slow, and Regen.  As the Time 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 Time Mage can use any spell regardless.
2
20
!Time Magic Lv. 2
No
Magic +16
Adds Void, Haste, and Float
3
30
!Time Magic Lv. 3
No
Magic +18
Adds Gravity, Stop, and Teleport
4
50
!Time Magic Lv. 4
No
Magic +20
Adds Comet, Slowga, and Return
5
70
!Time Magic Lv. 5
No
Magic +22
Adds Graviga, Hastega, and Old
6
100
!Time Magic Lv. 6
No
Magic +24
Adds Meteor, Quick, and Banish
7
250
Equip Rods
No
Enables any class to equip Rods.  Most Equip ___ skills transfer stats, but curiously, Time Mage doesn't. Frankly, this one's pretty useless, except maybe to allow a White Mage to break rods to cast spells - most classes that can't equip rods don't have a good Magic stat to begin with and wouldn't benefit from the weapon type's properties.
Success Strategy
You've got a lot of fantastic support spells.  Use 'em!  Otherwise, you've got a lot of options as for what to equip (for a caster anyway :/).  Break Rods if you need damage.  Regardless, if nothing else, Haste and Slow give your party a HUGE number of turns compared to even the fastest enemies.  Do not underestimate the power of these spells!
Don't worry about equipping +Magic gear to the Time Mage.  No abilities the Time Mage has are actually influenced by the Magic stat!
Time Magic
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.
Note that most Time Magic CAN be Reflected; excluding spells that affect the entire battlefield (such as Void, as they have no target) and the Comet/Meteor spells.
Spell
MP
Found
Notes
Speed
1
Found: Act 1, Walse Castle
Bought: Act 3, Phantom Village (if missed)
This spell alters the Battle Speed of the game, setting it to ~5 for the remainder of the fight
Yeah it's basically pointless
Slow
3
Bought: Act 1, Walse/Karnak/Istory
95% chance of Slow on one target
EXTREMELY little in the game is immune to Slow
Regen
3
Bought: Act 1, Walse/Karnak/Istory
Places Regen on a single ally, causing them to steadily recover HP
Characters with higher Vitality recover HP faster
Mute
3
Bought: Act 1, Walse/Karnak/Istory
Guaranteed Mute on all allies and enemies
Ignores Mute immunity(!)
The Mute caused by this spell CANNOT be cured
This spell does not work in most boss battles
Haste
5
Bought: Act 1, Walse/Karnak/Istory
Places Haste on a single ally
Cancels out Slow or Stop on that ally
Haste is an amazing status effect.  Seriously.
Gravity
9
Bought: Act 1, Karnak/Istory
99% chance of doing 50% of the target's current HP in damage
This damage is capped at 9999
Does nothing to Heavy enemies
Stop
8
Bought: Act 1, Karnak/Istory
90% chance of inflicting Stop
Comet
7
Bought: Act 2, Regole/Bal/Quelb/Surgate/Moore
Comet damages one enemy according to the following formula:
((Random number between 50-200) - Enemy Magic Defense) * 8
It is not influenced by the caster's stats/equipment in any way
Cannot be reflected
Slowga
9
Bought: Act 2, Regole/Bal/Quelb/Surgate/Moore
80% chance of inflicting Slow on all enemies
Return
1
Bought: Act 2, Regole/Bal/Quelb/Surgate/Moore
Resets the battle, setting everything back to how it was at the start
Useful when trying to steal a particular item, as it sets enemies to 'haven't been stolen from'
Teleport
15
Found: Act 2, Bal
Bought: Act 3, Phantom Village (If missed)
In battle: Instantly ends the fight like an escape (Doesn't work if escape is impossible)
Outside of battle: Leaves the dungeon and returns to the entrance
Float
10
Found: Act 2, Surgate
Bought: Act 3, Phantom Village (If missed)
Causes Float to the targets (It's a good thing)
Yeah you can actually use this on enemies and I don't know why you'd want to but hey
...Also some enemies are randomly immune to it so that's even stranger?
Use Float in Exdeath's Castle and the Great Trench to negate damage floors
Graviga
18
Bought: Act 2, Moore
99% chance of dealing damage equal to 3/4ths of the target's remaining HP
This damage is capped at 9999
Does nothing to Heavy enemies
Hastega
15
Bought: Act 2, Moore
Puts Haste on the entire party
This spell is freaking amazing
If you're not using it at the start of battles you're doing it wrong
Old
4
Bought: Act 2, Moore
90% chance of inflicting Aging on the target
Lowering enemy level via Old makes them more vulnerable to additional ailments
Quick
77
Bought: Act 3, Phantom Village
The second most expensive spell in the game
Immediately stops all other actions and ATB gauges
The caster gets two immediate actions
You can't "stack" Quick in any manner - casting it while it's currently in effect does nothing except waste MP
Note that time-based effects continue for the caster - such as Poison, Regen, and status durations
If you cast Quick and just wait around, you can remove duration-based ailments or be healed to full health!
This ONLY works for the caster though; everyone else is basically frozen in time after all
Banish
20
Bought: Act 3, Phantom Village
50% chance of instant death on a target
Ignores Death immunity(!)
Does not work on Heavy enemies
Meteor
42
Found: Act 3, Great Trench
Meteor damages enemies with a formula similar to Comet:
((Random number between 50-200) - Enemy Magic Defense) * 14
Meteor performs 4 'attacks' on random targets when cast
It is not influenced by the caster's stats/equipment in any way
Because it targets at random it can be a bit of a pain, but it's great against single targets
Cannot be reflected