Overview – The Final Fantasy Tactics Wizard is a spell caster that can deal high damage to multiple targets at a moderate range. If you want a truly long range character, the Archer is a better bet, but if you just want to damage multiple enemies at the same time, the Wizard is the best choice. You are nearly required to keep a melee character between your Wizard and any enemies because of how flimsy the Wizard is, but that shouldn’t be a problem in most battles. The following guide to the Wizard job in Final Fantasy Tactics will help you best take advantage of the job benefits and spend your job points wisely.
Prerequisites – You need a level 2 Chemist before you can make a Wizard. Before starting this job make sure that the character has the Auto Potion skill and a few Item skills. The former makes your Wizard much harder to kill and the latter gives your Wizard an action to take that doesn’t spend MP. The best Item skill for a Wizard is the Ether skill.
Advancement – Once a Wizard reaches level 2 it can advance to a Time Mage If your main goal in creating a Wizard is to get a Time Mage, you should have the Wizard learn one of each of the elemental attack spells before switching classes.
Equipment – Wizards can equip rods, hats, robes, and clothes. This equipment set is nearly identical to most other spell casting classes, which makes it easy to swap between spell casting classes rather freely.
Black Magic: Fire / Bolt / Ice (50 JP) – Each of the elemental spells, Fire, Bolt, and Ice, are essentially identical except for elemental weaknesses of a given enemy. As such, you should generally learn all three of a given tier at roughly the same time. Fire is first on the list so you will probably learn it first, but any of the three are good. You should definitely spend your first 150 JP on these three skills, in whatever order you feel like.
Black Magic: Fire 2 / Bolt 2 / Ice 2 (200 JP) – Except for the fact that these spells deal more damage, they are not meaningfully better than the first tier. There is no good reason to skip this tier, though, because the next tier is much more expensive to cast and none of the other non-elemental spells are better than any of these spells and they are likely to become your workhorse spells in the first half of the game.
Black Magic: Fire 3 / Bolt 3 / Ice 3 (480 JP) – The third tier of elemental spells are your workhorse spells for the latter half of the game. There still isn’t anything better to learn before learning these spells. You should be very aware of the fact that these spells cost 24 MP to cast and plan accordingly.
Black Magic: Fire 4 / Bolt 4 / Ice 4 (850 JP) – The fourth tier of elemental spells are notably different than the other three tiers. They have a much wider area of effect, which makes them harder to use safely. Also, due to the very high MP cost and very high JP cost, you should generally learn Flare before learning any of these spells.
Black Magic: Poison (150 JP) – Despite the dirt cheap JP cost, this spell is a waste of job points. Poison works too slowly and has a chance to fail. Don’t learn this spell until you have more JP than you need.
Black Magic: Frog (500 JP) – This is the one spell you might learn before learning any of the second tier elemental spells and you almost certainly should learn before learning any of the third tier elemental spells. The main reason to learn this spell is because you can use it to cure the Frog effect from an ally. This is a much better option than Esuna and even mildly superior to the Maiden’s Kiss skill from Chemist.
Black Magic: Death (600 JP) – Death is only mildly better than Poison because when it does work, the enemy dies immediately. The main problem with it is that most damage spells will also kill an enemy for the same MP cost or less and it has a high failure chance. The only spell you should learn this before is Poison.
Black Magic: Flare (900 JP) – Flare has the highest MP cost of any Black Magic and only affects one enemy. Despite this, it is an amazing spell that you should learn before getting any of the final tier of elemental spells. It has a slightly longer range than your other attack spells and it deals absolutely massive damage. A properly set up Wizard with Flare can absolutely annihilate late game enemies.
Reaction: Counter Magic (800 JP) – When your Wizard is attacked by a spell, the Wizard will counter with the same spell if the Wizard knows that spell. This is particularly useful if the Wizard knows a second spell casting skill that has offensive spells, like Summoner or Time Mage. If you choose to use this Reaction on a character, you should also teach that character Magic DefenseUP from Priest.
Support: Magic AttackUP (400 JP) – Any Wizard should learn this skill immediately after learning Fire, Bolt, and Ice. The increase in magic damage effectively improves those spells by at least half a tier and will continue to benefit the Wizard throughout the game. The only reason to pass on this skill is if you are intending to skip past Wizard to Time Mage and don’t really want this character to be offensive.
Strategy – There is almost no meaningful strategy to using a Wizard effectively besides casting spells and trying to stay behind allies that can take hits better. You should pay attention to elemental weaknesses and cast spells appropriately, but the Wizard is just a point-and-click job. The two main jobs you can advance a Wizard to are Summoner and Time Mage. If the former is your intention, you need Magic AttackUP and Counter Magic is almost equally good. If the latter is your intention, you probably want at least the second tier of attack spells before progressing so your character has some meaningful offense while learning Time Mage skills.