Dia, Diaga, Dia II
Levels 1, 15, 30
(They need a basic damage over time spell. They could get a new "Time Slip" type spell that causes a weak aging effect, similar to that given in my Atomos suggestion, but Dia is an easy fit.)
Bind, Bindga, Bind II
Levels 5, 35, 55
Immobilizes target.
* Bind II will not wear off when the target receives damage.
(Basic defensive ability dealing with space.)
Slow, Slowga, Slow II
Level 13, 48, 63
* Slowga (same amount of slow as "Slow", not Slow II)
* Slow II (Base value of Slow II, without additional merits)
(Here's where they strongly get into time manipulation.)
Gravity
Level 18
(More time & space manipulation.)
Stardust, Stardust II, Stardust III
Levels 20, 40, 60
Target: Area of Effect
A shower of tiny burning meteors blast the region and set things ablaze.
* Causes "Burn" damage over time effect.
* Elemental Magic (Non-elemental, or Fire?)
(Here's where their damage comes from.)
Regen, Regen II, Regen III, Regen IV
Levels 20, 40, 60, 80
("over time" spells are directly in line with their theme, but not necessary.)
Regenra, Regenra II, Regenra III
Levels 25, 45, 65
("over time" spells for the group. Again, not necessary, but useful.)
Vanish
Level 25
Grants 100% evasion to physical attacks for 15sec, but completely removes all magical resistance.
* Grants two effects: "Perfect Dodge" and the "Invisible" spell, even during battle, but the invisible status wears off as soon as they engage in combat actions, like normal.
Alternate Effect of Vanish:
Removes all hate from target, but removes all magical resistance for 15sec.
* Nothing the target does while "Vanished" will create enmity.
* Grants the "Invisible" spell effect separate from the above effect's duration, even during battle, but the invisible status wears off as soon as they engage in combat actions, like normal. No need for the "Invisible wears off" message please (spam).
(In both instances, Vanish acts as a method to avoid physical damage while also granting invisibility for travel, giving this spell a dual, linked purpose.)
All Teleports and Recalls, Warp, Warp II, Retrace, Tractor, Escape
(If Jikuu Sage existed at the start of the game, they'd have gotten these spells much sooner than the other jobs, if the other jobs even got them at all.)
Haste
Level 30
(Basic time magic.)
Extend
Level 30
Duration: skill related, from 3min to 5min?
Increase the duration of all existing and future buffs on the target.
* From 25%-200% bonus duration, individually figured, probably skill related.
* The buffs last as long as this status remains on them, plus the original & bonus duration of the effects.
(Starting to use time magic for special features.)
Quick Mind
Level 33
Target: Party member.
This effect allows one to think at a much faster pace than reality is passing around them, causing everything to seem like it is moving in slow motion. This allows for nearly perfect response time to incoming attacks.
* Greatly increases Guard, Parry, Evasion, Shield and Counterattack rates.
* Greatly increases ability to bypass enemy Guard, Parry, Evasion, Shield and Counterattacks with their own attacks.
(Here's a unique one that enhances areas that most other jobs don't touch, in a support context.)
Accelerate
Level 35
Target: Party member.
Decrease recast timers for all of your target's spells and abilities.
* Increases TP gain from all actions. (Store-TP, Accelerating Weaponskill frequency)
* Adds some haste, but less than the haste spell.
* Increases movement speed. 12%
* Causes enemies to use TP moves as soon as they have 100TP (if enemy Jikuu Sages use it on themselves or other monsters).
Decelerate
Level 35
Target: Enemy
Increase recast timers for all of your target's spells and abilities.
* This stops enemies from using TP moves until they have 300TP.
* When enemy Jikuu Sages use this against players, they cannot use weaponskills until they have 300% TP.
* Reduces TP gain from all actions. (Decelerating Weaponskill frequency)
* Adds the "Slow" status, but less potent than the Slow spell.
* Reduces movement speed. 12%
(Accelerate and Decelerate overwrite each other. I'm still on the "fence" over whether or not the haste and slow effects should stack with other magical forms, or be overwritten by them. The TP use features of the spells have the potential to change party tactics when monsters get near the end of their lives, or whenever trying to get Abyssea Triggers.)
Active Metabolism
Level 45
Increase the speed at which foods are digested, making their effects wear off almost immediately.
* Increases the strength of poisons, but reduces their duration.
Sluggish Metabolism
Level 45
Increase the duration of foods as they are digested much more slowly.
* Decreases the strength of poisons, but increases their duration.
(These metabolism spells have strategic uses depending on the strengths of poisons and availability of cures.)
Refresh
Level 50
(Ok, probably not going to get this, but it does fit the "over time" theme going on here.)
Comet, Comet II, Comet III
Levels 50, 75, 99
Target: Single enemy
A distant comet is pulled directly out of space, past the atmosphere, to crash into the caster's target with an icy blast.
* Causes "Frost" damage over time effect.
* Elemental Magic (Non-elemental, or Ice?)
(While stardust was area of effect fire, Comet is single target ice damage.)