Black Mage
All Elemental spells and ancient magic spells. All aga spells are aoe on their own, but when casting tier 1 spells to 2 to 3 they become single target spells. All spell bonus effected by Intelligence similar to Thunder > Thundara.
Ancient magic spells become high damage spells, all enfeeble effects removed. Freeze changed to Blizzaga keeping the enmity drop effect when comboed with Blizzard>blizzara>blizzaga, while freeze is added to be a high damage spell.
Fifteen Ability changed to "Manafont" spells cost 0 mp.
White Mage
Loses elemental spells but gains Banish line and new holy line spells. Heals work in combos such as cure to cura gives a high cure over time effect. Cura cool down becomes slightly longer, by 10 seconds, but with 2 healers, it will allow them to rest a few. Heal effect should last 10 seconds and every 2 seconds should be a cura amount heal.
Red Mage
Weapon- rapiers
Dual cast will make this job different. Dual cast itself on Red Mage will be a small cooldown such as 10 seconds or less. Select Poison then fire, dual casting makes it "Dark Fire". It hits the target and makes it have a burn effect. Poison's cooldown is now extended. This way enfeebles like stun can't be abused.
Casting Dual cast and doing two of the same spells will cast "en-type" onto your sword. So two drains, you get en-drain and absorb hp with each hit. Maybe have an ability to make this aoe on all your team mates.
Fifteen ability "Chainspell" No cool-downs, all spells dual-casted, all enfeebles effects become unresistable.
Time Mage
Weapon- Hourglasses
All time spells eclusive to time mage. Comboing time spells such as Haste > Hastega will make Hastega single target, and make it's cooldown longer. The good side is it not only make that target physically faster,but cooldowns faster to all abilities. Combo spells will not work on other time mages to prevent abuse.
Offensive spells Comet and Comet 2. Both single target, but when comboed comet 2 becomes aoe multiple comets.
Fifteen minute ability "Restart" All teammates abilties reset to 0, execpt other time mages.
Summoner
Seems pretty unqiue so far from what info we have.
Blue Mage
Weapons- Scimitars
Uses enemy abilities learned via fighting mobs, for those who don't know.
Copy/Paste from FFXI. Mixing certain abilities to get certain attributes was very cool. I would like to see that in this game.
Dual sword-user, certain spells require TP as well as MP.
Fifteen Ability "Blue Lore" automatically/temporarily switches all your abilities in your action bar to blue magic spells that specifically do the most damage and enfeebles attacks the mob is most suscepitible to.
Spell Lists revision___________________________________________
Black Mage All Elemental spells.
Ancient magic spells changed to high damage lose enfeebles.
Manafont
White Mage-
Banish
Banishga
Holy
Holy 2
Mega Holy (Current Holy) waste all mp to use this one.
Red Mage
Dual-cast
Chainspell (Fifteen ability)
Poison
Stun
Paralyze
Blind
Silence
Fira
Watera
Thundara
Aerora
Stonera
Blizzara
Cura
Time Mage
Restart (Fifteen ability)
Comet
Comet 2
Haste
Hastega
Slow
Slowga
Stop
Old (See Final Fantays 5)
Blue Mage
Restricted to what the developers want.