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Uses black, white and red magic.
—Description

Red Mage is a job in Final Fantasy Tactics Advance available to viera. Red Mages are a 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 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 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.

GrowthEdit

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 Atk Def Mag Pwr Mag Res Spd
6.8 C+ 2.6 C- 8.1 B- 7.6 C 8.4 B 7.6 C 1.3 C

AbilitiesEdit

Red MagicEdit

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

ReactionEdit

Skill Equipment Effect AP
Catch Chain Plate Catches thrown item and places it in stock. 300

SupportEdit

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

ComboEdit

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

Doublecast mechanicsEdit

Doublecast works by casting two magic spells at once 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.

Doublecast can bypass the "Target Area" law since some spells are intended for a single target (like the offensive Spirit Magic spells); this can help if the player needs to eliminate their enemies and aid allies afterward. The MP cost of Doublecast is the combined totals of the magic cast, and so may vary.

One potent combination is the Summoner class. Once the abilities are learned, players may start out battles with both Reflect and Auto-Regen on their entire team. Phoenix allows players to revive multiple units at once followed by Unicorn to heal them to full HP (while also damaging any undead in the area) or add various status effects from either spellset on the same turn.

GalleryEdit

Relm-ffvi-snes-battleThis gallery is incomplete and requires Doublecast and Red Combo added. You can help the Final Fantasy Wiki by uploading images.

TriviaEdit

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