The nature of battle in FFT invariably places a premium on speed. Thus, a Time
Mage's abilities could very well determine the outcome of a contest between
two evenly matched foes. Magic such as "Haste" and "Quick" offer a clear
advantage, and the spells "Slow," "Stop," and "Immobilize" debilitate the enemy.
The Time Mage himself is a strong magic user (second to the Black Mage), even though
he is generally not regarded as such.
ACTION : TIME MAGIC
Rng
Efc
MP
Sp
JP
Haste
Adds Haste status.
3
2, V0
8
50
100
Hasteja
Adds Haste status.
3
2, V3
30
15
600
Slow
Adds Slow status.
3
2, V0
8
50
80
Slowja
Adds Slow status.
3
2, V3
30
15
600
Stop
Prevents target from receiving turns.
3
2, V0
14
15
350
Immobilize
Prevents targets from moving.
3
2, V1
10
34
100
Float
Allows targets to float 1h above the ground.
4
2, V1
8
50
200
Reflect
Creates magick-reflecting field
4
1
12
50
300
Quick
Fully restores CT gauge.
4
1
24
25
900
Gravity
Causes damage equal to 1/4 the target's maximum HP.
4
2, V1
24
17
250
Graviga
Causes damage equal to 1/2 the target's maximum HP.
4
2, V3
50
12
550
Meteor
Causes massive non-elemental damage.
4
4, V3
70
8
1500
REACTION
Description
Trigger
JP
Critical: Quick
Receive an immediate turn when critically wounded.
Critical
800
Mana Shield
HP loss is converted to MP loss.
HP Damage
400
SUPPORT
Description
JP
Swiftness
CT is shortened.
1000
MOVEMENT
Description
JP
Teleport
Freely move without Move or Jump constraints, although its success rate
decreases the farther you attempt to move.
650
Levitate
Gives a unit Float status at the beginning of every battle.