Learn about Cockatrice, Behemoth, Werewolf, Ahriman, Floating Eye, Time Mage, and Illusionist abilities in Final Fantasy Tactics, including Haste, Slow, and Prominence.
- Time Mage: 5 Black Mage Abilities
- Illusionist: 2 White Mage Abilities, 4 Black Mage Abilities
Abilities:
- P (Heal Chime) - Active. Take control of Cockatrices and their evolved forms.
- Behemoth (Shining Lute) - Active. Takes control of Behemoths and their evolved forms. Costs 150 AP.
- Werewolf (Frigid Viol) - Active. Takes control of Werewolves and their evolved forms. Costs 150 AP.
- Ahriman (Brilliant Theorbo) - Active. Takes control of Ahrimans and their evolved forms. Costs 150 AP.
- Floating Eye (Brilliant Theorbo) - Active. Takes control of Floating Eyes and their evolved forms. Costs 150 AP.
- Critical: Haste - Reaction. Gain HASTE when user becomes HP Critical. Costs 250 AP (Ninja Gear).
- Immunity - Passive. Neither buffs nor debuffs can be removed from the user. Costs 250 AP (Survival Vest).
- Time Magick: Extend - Active. Alter the flow of time, increasing the duration of buffs and debuffs on units in a small area. Costs 150 AP (Stardust Rod).
- Time Magick: Haste - Active. Hasten the flow of time around the target, raising SPEED. Costs 250 AP (Firewheel Rod).
- Time Magick: Reflect - Active. Erect an invisible barrier around the target that bounces magicks back at their caster. Costs 250 AP (Thunder Rod).
- Time Magick: Slow - Active. Slow the flow of time around the target, lowering SPEED. Costs 250 AP (Terre Rod).
- Time Magick: Undo - Active. Reverse time's flow, reverting target's HP and MP to their value the previous turn. Costs 300 AP (Crown Scepter).
- Time Magick: Stop - Active. Stop the flow of time around the target, preventing the unit from taking any action. Costs 350 AP (Chill Rod).
- Time Magick: Hastega - Active. An improved version of Haste, raising the SPEED of all units in a small area. Costs 400 AP (Flame Rod).
- Time Magick: Quicken - Active. Slide the target through time, enabling them to take their next turn immediately. Costs 400 AP (Thor Rod).
- Evade Magick - Reaction. Resist spells that deal damage. Costs 250 AP (Magick Robe).
- Critical: Quicken - Reaction. Act next when user becomes HP Critical. Costs 450 AP (Magus Robe).
- Illusion: Prominence - Active. Harness the fires of the sun in a tremendous explosion, dealing fire damage to all foes. Costs 250 AP (Firewheel Rod).
Tips
- Time Mages are powerful due to their ability to manipulate turn order and buff/debuff durations.
- Undo can be used offensively to revert an enemy's healed HP or defensively to restore your own HP and MP.
- Stop is a powerful disabling spell, but its accuracy can be a concern.
- Evade Magick is particularly useful against enemy mages.
- Critical: Quicken can be combined with Undo to allow for immediate escape or follow-up actions after taking critical damage.
- Illusionists are MP intensive but can hit the entire enemy party with their spells.
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