Uses black, white and red magic.

Red Mage (赤魔道士, Akamadoushi?) is a job in Final Fantasy Tactics Advance, only available to viera. Red Mages are a small blend of Black and White Mages, and also have a few status effect spells.

They have well-rounded stat growth between physical and magic attack power, and are much sought for their extremely useful Doublecast ability. Even when silenced, they can still dish out decent physical damage with rapiers with their surprisingly good Attack Power.

Two notable Red Mages exist and both are recruitable characters, Ritz Malheur and Eldena. Ritz is the only non-viera character to become a Red Mage; she upgrades from Fencer to Red Mage at the beginning of Act 2.



Move Rate Jump Rate Evade Rate
4 2 50
Weapon Head Body Equip Shields?
Rapiers Hats, Ornaments Clothing, Robes No



The Red Mage is the viera's mid-tier balanced job. Their stats are almost identical to the Elementalist, although the Red Mage has lower MP, slightly lower Magic Power, and slightly higher Speed.

HP MP Attack Defense Magic Power Magic Resistance Speed
6.8 C+ 2.6 C- 8.1 B- 7.6 C 8.4 B 7.6 C 1.3 C


Red MagicEdit

Red mage command. Use offensive magic.

Ability Equipment Effect AP MP Power Range
Barrier Mage Masher Raises weapon defense and magic resistance. 300 10 3
Fire Scarlette Generates damaging ball of flame. 100 6 30 4
Thunder Stinger Calls down lightning to deal damage. 100 6 30 4
Blizzard Flamberge Creates chunk of ice to deal damage. 100 6 30 4
Cure Fleuret Eases pain and heals HP. Deals damage to zombies.
Element: Holy
100 6 40 4
Sleep Estoc Releases sleeping gas to put target to sleep. 200 10 4
Poison Silver Rapier Spew out poison gas, poisoning target.
Element: Dark
100 10 4
Doublecast Madu Cast two spells in quick succession. 999 *


Ability Equipment Effect AP
Catch Chain Plate Catches thrown item and places it in stoke. 300


Ability Equipment Effect AP
Magic Pow+ Colichemarde Increases damage dealt by magic. 300


Ability Equipment Effect AP
Red Combo Mythril Rapier Easily chained combo ability for red mages. 100

Doublecast infoEdit

Doublecast works by casting two magic spells at once. However, this is not limited to Red Magic. If, for example, Spirit Magic is the secondary A-Ability, one can use those spells when Doublecasting. A special quirk about Doublecast is that one can use it to bypass some laws like Fire, Lightning, Ice and Holy, because Doublecast is only seen as a Red Magic ability with no elemental affiliation. Doublecast magic is always considered Red Magic as well, so if a law disallows Summoning, the Red Mage can doublecast them without being penalized.

Another great feat of Doublecast magic is that it can bypass the "Target Area" law since some spells are intended for a single target (like the offensive Spirit Magic spells); this can really help if the player is in desperate need of eliminating their enemies and aiding allies afterward. The MP cost of Doublecast is the combined totals of the magic cast, and so may vary from use to use.

One potent combination is the summoner class. Once the abilities are learned, players may start out fights with both reflect and auto-regen on their entire team. Phoenix will allow players to revive multiple units at once followed by Unicorn to get them to full HP (while also seriously damaging any undead in the area) or add various status effects from either spell set on the same turn.


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  • Red Mages cannot use staves, despite wielding one in their official artwork.