Wizard
Wizardfft.jpg

"Magic has no limits!" — Lulu, FFX


Overview

AKA: Black Mage, Magus, Warlock
The Wizard job grants the character the capacity to cast highly damaging magic spells, calling on the elemental energies of Fire, Ice, and Lightning, as well as raw magickal energy, to deal tremendous damage. They are a pure magickal "paper tiger" kind of job, with high attack statistics, but low defensive statistics. They are primarily a long-range job, but if they run out of MP, they can be quite weak and easy to destroy.

Playing a Wizard

#1: Smoke 'em if you got 'em.

Your MP does no one any good if you don't use it. USE IT! If you happen to run out, you can regain some with a high Spirit and a Defend action or two. You can rely on lower-level magic for lower-level enemies, but against elites and bosses, don't hold back. If you aren't hurting your enemy somehow on your turn, you are just taking up space. Beating things with sticks doesn't count that much for you — blast 'em, and blast 'em good.

#2: Don't be a hero.

You are fairly fragile, and you have very little business being in melee at all. Because your destructive magic attracts a lot of unwanted attention, if you go into melee, prepare to be smacked about ruthlessly. Save the front row for characters with some Stamina. Kill from a distance, and don't be afraid to run away — generally, it will be more efficient for you than trying to defend yourself.

#3: Know your Elements!

The three main destructive powers you have — Fire, Ice, and Lightning — form a potent triad. Know what you are most effective against, and what you are ineffective against, and use it to your advantage. You should not, in general, be hitting machines with Fire spells when you have Lightning available, and likewise, you shouldn't be using Ice on the undead, when you have Fire. Learn your enemies' weaknesses. Most of the normal rules are common knowledge, but learn what bosses and elites can and cannot take the hard way if you have to.

Wizard Base Statistics

Base Stats
HP 15
MP 25
Weapon 1d4
Spell 1d12
+1 Spell Power, +1 Luck
Proficiencies
Weapon Rods
Armor Robes
Skill Logic
Job Tree Dark Knight or Astrologer

When picking a tribe or archetype, keep the following in mind:

  • Vigor is not that useful for you. Mostly, you are a ranged job. You can afford to take a hit here, though if you are interested in something of a "dark knight" kind of character, you may want to keep it moderate.
  • Agility is rather useful for you. Most of your abilities have a Charge Time before they take effect, and a higher Agility means more spells, more destruction, and less time before your enemies realize what is happening.
  • Vitality is only slightly useful for you. You are a back-row job, and you should not be taking hard hits that often. If you do somehow wind up being walloped by physical attacks, VIT may come in handy, but in general, the high scores are better elsewhere.
  • Intelligence is probably the most useful statistic for you, since it increases your already-impressive Spell Power. It really is that simple: the higher your Intelligence, the more damage you can do. This is largely the reason for your Intelligence being your stat bonus.
  • Mind is useful for you as a back-row job that is going to be taking some magical punishment. If you don't want to be too much of a "paper tiger," with a tremendous damage potential that you rarely get to use because you spend a lot of time unconscious, you should keep Mind at least moderate.
  • Spirit is something of a draw. You get a bonus to Luck right away. While it can keep your MP high, it might be most useful for throwing off statuses. A Wizard who is sealed or disabled or alseep or otherwise unable to use their destructive magic becomes something of a sitting duck.

Recommended Archetypes/Tribes:

Wizard Combat Menu

Attack
Rods Focus
Defend
Defend Recharge
Black Magick
Black Magick Manafont
Items
Use Item Change Equipment
Move
Change Row Action Ability

Wizard Base Abilities

These are the abilities you have when Wizard is set as your primary job.

Base Abilities
Attack Focus Attack Action Instead of attacking an enemy, you give yourself +1 Spell Power. This ability stacks with itself up to +5.
Defense Recharge Defend Action Instead of the normal Defense bonuses, you recover double your INT in MP.
Trait MP +10% Trait Your maximum MP increases by 10%.
Limit Manafont 3 Limit Points You do not have to spend any MP on any spells for the remainder of combat.

Black Magick

The job abilities of Wizards are called, in general, "Black Magick." Characters taking Wizard as a sub-job can choose one of the four Black Magick skill sets to use. Keep in mind that the MP costs below do not reflect your Conserve MP trait.

Black Magick
Fire Deal fire damage (low MP cost).
Blizzard Deal ice damage (low charge time).
Thunder Deal lightning damage (ignores Willpower).
Death Kill an enemy quickly, or over time.

Black Magick: Fire

The first and most basic of spells, Fire simply burns things. Fire has a lower MP cost than most spells of its level, making it an efficient way of dealing magic damage.

Fire
Level 1 Fire 5 MP, Charge 3 Deals Spell Power fire damage.
Level 5 Fira 15 MP, Charge 3 Deals Double Spell Power fire damage.
Level 9 Firaga 25 MP, Charge 3 Deals Triple Spell Power fire damage

Black Magick: Blizzard

Blizzard uses magical energy to freeze things, the other side of the Fire coin. Blizzard has a low charge time in comparison to most spells, making it useful for preserving your speed.

Blizzard
Level 2 Blizzard 10 MP, Charge 1 Deals Spell Power ice damage.
Level 6 Blizzara 20 MP, Charge 1 Deals Double Spell Power ice damage.
Level 10 Blizzaga 30 MP, Charge 1 Deals Triple Spell Power ice damage

Black Magick: Death

The Death suite of spells represents the wizard's ability to simply snuff out life-force. It starts weak, with Poison giving the wizard a gradual destruction of life, but becomes instant by the end of the job, with Death simply killing individuals.

Death
Level 3 Venom 11 MP, Charge 5 Deals Spell Power shadow damage and roll 1d20. On a roll of 10 or better, the target is inflicted with Poison.
Level 7 Condemn 22 MP, Charge 5 Deals Spell Power shadow damage and roll 1d20. On a roll of 10 or better, the target is inflicted with Doom.
Level 11 Death 33 MP, Charge 5 Roll 1d20. On a roll of 10 or better, the target is inflicted with Death. On a roll of less than 10, deal Triple Spell Power shadow damage.

Black Magick: Thunder

Thunder conducts electricity through magic conduits, toward the targets you desire. Thunder ignores Willpower, making it deal more damage than most other spells, especially against strong-willed enemies.

Thunder
Level 4 Thunder 10 MP, Charge 3 Deals Spell Power thunder damage, ignoring Willpower.
Level 8 Thundara 20 MP, Charge 3 Deals Double Spell Power thunder damage, ignoring Willpower.
Level 12 Thundaga 30 MP, Charge 3 Deals Triple Spell Power thunder damage, ignoring Willpower.

Level Summary

Level 1 Fire
Level 2 Blizzard
Level 3 Venom
Level 4 Thunder
Level 5 Fira
Level 6 Blizzara
Level 7 Condemn
Level 8 Thundara
Level 9 Firaga
Level 10 Blizzaga
Level 11 Death
Level 12 Thundaga

Wizard Elite Abilities

After level 12, you may gain the opportunity to take some Elite powers. You must have 12 levels of Wizard, and have Wizard as your base job to use these powers.

Flare

This is the Elite Fire ability, dealing tremendous damage to a single target.

Flare 35 MP, Charge 5 Deals Quadruple Spell Power non-elemental damage

Freeze

This is the Elite Blizzard ability, dealing tremendous damage to a single target and, generally, removing them from the battle with Stop.

Freeze 40 MP, Charge 3 Deals Quadruple Spell Power non-elemental damage

Ultima

This is the Elite Thunder ability, dealing huge damage to all enemies.

Ultima 40 MP, Charge 5 Deals Triple Spell Power non-elemental damage to all enemies, ignoring Willpower.

Scourge

This is the Elite Death ability, dealing tremendous shadow damage to a single target, and keeping them close to death with the array of ailments.

Scourge 36 MP, Charge 5 Deal Triple Spell Power cosmos damage and roll 1d20. On a roll of 10 or better, the target is inflicted with Frog, Poison, Disease, and Curse.

Wizard Feats

To gain any of these feats, you must have the prerequisite number of levels in Wizard. Wizard feats enhance or alter Wizard abilities, and allow greater magical power, matching the theme of the Wizard job.

Feat: Hex

This feat teaches you new Black Magick abilities.

Hex
Prerequisite: Wizard level 1 Ability
You gain the following Black Magick abilities.
Hex
Level 1 Blind 11 MP, Delay 2 Deal Spell Power shadow damage and roll 1d20. On a roll of 10 or better, the target is inflicted with Umbra.
Level 5 Shrink 22 MP, Delay 3 Deal Double Spell Power cosmos damage and roll 1d20. On a roll of 10 or better, the target is inflicted with Mini.
Level 9 Toad 33 MP, Delay 4 Deal Triple Spell Power cosmos damage and roll 1d20. On a roll of 10 or better, the target is inflicted with Frog.
Elite Necromancy 44 MP, Delay 5 Roll 1d20. On a roll of 10 or better, the target is inflicted with Zombie. On a roll of less than 10, deal Quadruple Spell Power shadow damage.

Feat: MP +20%

Wizards offer a wellspring of magickal energy.

MP +20%
Prerequisite: Wizard level 5 Trait
Your maximum MP increases by 20%. This replaces the MP +10% trait.

Feat: MP +30%

Wizards gain nearly limitless mana.

MP +30%
Prerequisite: Wizard level 9 Trait
Your maximum MP increases by 30%. This replaces the MP +20% trait.

Feat: Elemental Seal

This feat allows you to cast one black magick spell powerfully in combat, rather than spreading it around and using it with other magic like Focus allows.

Elemental Seal
Prerequisite: Wizard level 1 Feat
During an extended rest, you may choose to swap out your Focus ability for Elemental Seal. Elemental Seal grants a one-time +5 bonus to the Spell Power of the next Black Magick spell you cast (it takes an Attack action to apply)

Feat: Black Magick LV2

This feat enables you to use black magick faster.

Black Magick LV2
Prerequisite: Wizard level 5 Feat
The Charge Time on your Black Magick skills decreases by 1

Feat: Black Magick LV3

This feat enables you to use black magick faster.

Black Magick LV3
Prerequisite: Wizard level 9, Black Magick LV2 Feat
The Charge Time on your Black Magick skills decreases by 2 (this replaces the prerequisite feat).
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