Quote Originally Posted by Kingfury View Post
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Ok, from reading your last post, you could just say "Give that to *blank* job" or "*Blank* job does that" lol but FFXI already has mages that share the same spells so that's nothing new^^ I just knew you'd ask this question even before reading your following post, so I took the liberty of brainstorming some possibles. Again the purpose of this is to just begin the thought process of what role a Time Mage could actually play in FFXI, so it's not to say there aren't better ideas or spells that can follow. I pray you to have an open mind about all this lol. Here goes:
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Battle Related Spells:

Pull- increases the enmity of the party member standing in front of you.
Push- reduces the enmity of the party member standing in front of you.
Expand- deals compression damage to the target and reduces the amount of TP gained by the target and movement speed
Contract- deals compression damage to the target and reduces a targets attack damage and defense
Implode- deals compression damage to the target and may cause amnesia
Stretch- deals compression damage to the target and increases the potency of piercing damage
Bend- deals compression damage to the target and increases the potency of blunt damage
Tear- deals compression damage to the target and increases the potency of slashing damage
Snap- deals compression damage to the target and increases the potency of all damage types
Twist- deals compression damage to the target lowers magic defense
Fold- deals compression damage to the target. May double physical and magic damage inflicted on a target
Shape(circle,triangle,square,flat)- deals compression damage to the target. May triple physical and magic damage inflited on a target. Circle: may triple piercing dmg Triangle:may triple slashing dmg, Square:may triple blunt dmg, Flat:may triple magic dmg
Collide- deals compression damage to the target and smashes a target into another near by enemy.
Crush- deals compression damage to an enemy and lowers it's attack speed
Bury- deals compression damage to an enemy and lowers blinds the target
Uproot- deals compression damage to an enemy and chokes the target

Enhancing Spells
Float- raises a party member just above reach of an attacking monster for a short time
Fly- raises a party member high above reach of an attacking monster for a short time
Reflect- Cancels a enemy's attack towards a target yet returns it upon the enemy.
Heavy Weight - -5% attack speed, increases attack dmg while reducing subtle blow.
Light Weight- +5% attack speed, increases subtle blow while reducing attack dmg.
Blood flow- halves the duration of an enfeebling effect.
Invisible Wall- reduces the chance of being detected by sight.
Silent Ground- reduces the chance of being detected by sound.
Odor Bubble - reduces the chance of being detected by smell.
Crystal Wall- Absorbs a certain amount of damage from physical and magical attacks
Crystal Spikes- Covers you with magical Air spikes. Enemies that hit you take piercing damage.
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And this is just dealing with the whole "Physical Space" control thing lol!! Ok, now... again, these are just concepts of how these mages could help out a party scenario, so there would be plenty of other areas to shine in with some thought. Honestly I wasn't really sure why I kept seeing the term "Time Mage" on different message boards, but after thinking about it, these mages would be awesome to have in a party if they had spells like the ones above lol..
There we go right where it needs to be :P