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Part 186
Final Fantasy Tactics

Part 186

Learn about Cockatrice, Behemoth, Werewolf, Ahriman, Floating Eye, Time Mage, and Illusionist abilities in Final Fantasy Tactics, including Haste, Slow, and Prominence.

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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:

  1. P (Heal Chime) - Active. Take control of Cockatrices and their evolved forms.
  2. Behemoth (Shining Lute) - Active. Takes control of Behemoths and their evolved forms. Costs 150 AP.
  3. Werewolf (Frigid Viol) - Active. Takes control of Werewolves and their evolved forms. Costs 150 AP.
  4. Ahriman (Brilliant Theorbo) - Active. Takes control of Ahrimans and their evolved forms. Costs 150 AP.
  5. Floating Eye (Brilliant Theorbo) - Active. Takes control of Floating Eyes and their evolved forms. Costs 150 AP.
  6. Critical: Haste - Reaction. Gain HASTE when user becomes HP Critical. Costs 250 AP (Ninja Gear).
  7. Immunity - Passive. Neither buffs nor debuffs can be removed from the user. Costs 250 AP (Survival Vest).
  8. 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).
  9. Time Magick: Haste - Active. Hasten the flow of time around the target, raising SPEED. Costs 250 AP (Firewheel Rod).
  10. Time Magick: Reflect - Active. Erect an invisible barrier around the target that bounces magicks back at their caster. Costs 250 AP (Thunder Rod).
  11. Time Magick: Slow - Active. Slow the flow of time around the target, lowering SPEED. Costs 250 AP (Terre Rod).
  12. 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).
  13. Time Magick: Stop - Active. Stop the flow of time around the target, preventing the unit from taking any action. Costs 350 AP (Chill Rod).
  14. Time Magick: Hastega - Active. An improved version of Haste, raising the SPEED of all units in a small area. Costs 400 AP (Flame Rod).
  15. Time Magick: Quicken - Active. Slide the target through time, enabling them to take their next turn immediately. Costs 400 AP (Thor Rod).
  16. Evade Magick - Reaction. Resist spells that deal damage. Costs 250 AP (Magick Robe).
  17. Critical: Quicken - Reaction. Act next when user becomes HP Critical. Costs 450 AP (Magus Robe).
  18. 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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