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Red Mage
   Red Mages are masters of multiplicity, capable of casting multiple spells at once. Red Mages have access to several different methods of casting multiple spells in a single round; some of these methods only work with Red Mage spells, but others will work with any magic spell from any magic-using job.

   Twin Magic is a type of magic that requires multiple people in your party to cast it on the same round in order for it to work. These spells have powerful effects, but are difficult to use.

   However, Red Mages, with their multicasting, can perform both halves of a Twin Magic spell by themselves.

Command redmagic Requirements
Weapons Armor


Red Mage Abilities (redmagic)
Ability Base AP Job Level Description
Command Abilities
Double Cure 200 Restores HP. Reverberates if used a second time in one round.
Chain Fire 200 Deals fire damage. If cast after Chain Ice, changes to Antipode.
Chain Ice 200 Deals ice damage. If cast after Chain Fire, changes to Antipode.
Chain Bolt 200 Deals lightning damage. If cast after Antipode, changes to Delta Force.
Twin Wall 200 If your party casts this twice in one round, it grants protect/shell.
Toxify 150 Poisons an enemy. Deals poison-elemental damage to already-poisoned foes.
Sleepel 350 Puts the enemy to sleep. Deals water damage to already-asleep foes.
Silence Song 170 Silences the target. Deals wind damage to already-silenced foes.
Fast 100 6 Speeds up a target.
Dualcast 900 8 Lets you cast two redmagic spells in one round.
Twin Flare 600 10 If your party casts this twice in one round, it deals heavy damage to one foe.
Double 500 12 For five rounds, all magic spells are cast twice.
Twin Comet 800 14 If your party casts this twice in one round, comets hit random foes.
Chainspell 6000 14 Allows you to dualcast for three rounds.
Refresh 500 16 Gradually recovers a target's MP.
Twin Demi 850 18 If your party casts this twice in one round, enemies' HP is halved.
Twin Meteor 1000 20 If your party casts this twice in one round, a meteor hits all foes.
Triple 500 23 For two rounds, all magic spells are cast three times.
Inherent Abilities
X-Magic 1000 Magic spells have a 25% chance to be cast twice in one turn.


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