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Red Mage
The core of the Red Mage is victory through enchantment.
A Red Mage builds upon the MND-boosting power of Fencer's elemental spells and adds buffs and enfeebles to support the party. Red Mage continues to use the "Scouting" gear set and its main stat is DEX. The first spell the Red Mage learns is truly indicative of its role. Dia reduces the Determination of an enemy while simultaneously granting healing over time to any party member close to that enemy. While Red Mage does not get a spell with the same properties as Esuna, Leeches, or Exalted Detriment, it gets a spell called Astra, that prevents one status ailment. Note that Red Mage can still remove Blind, Paralysis, and Silence with the Fencer's Nurse action. Red Mage also gets several unique effects. Float allows party members to avoid ground-based, damaging effects, like a Hydra's Ball of Fire or a Demon Wall's Liquefy. Curasa is a reactionary healing spell that scales with recently received damage. Doublecast is a Red Mage's version of Lightspeed or Swiftcast. Paralyze and Addle enfeeble enemy targets, but note that, like sleep or stun effects, enemies will build a resistance to these effects, shortening their durations if used repeatedly on the same target. Phalanx reduces physical and magic vulnerability of party members in a small area. Lastly, Reflect mitigates 50% of magic damage received for a target and returns that damage to its caster. However, some enemies, like primals and other bosses, may ignore this effect.
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