Time Battlemage

Time Battlemage is a License Board in the Zodiac versions of Final Fantasy XII. It is represented by the zodiac sign of Libra. Time Battlemage specializes in using Time Magicks and crossbows.
The job has access to 135 licenses, which require 7,681 LP to unlock, as well as up to 12 additional licenses through summon licenses costing 810 LP, and 1 additional license costing 50 LP through Quickening licenses.
==Profile==
Time Battlemage is a magick class, primarily using Time Magicks. It uses the ranged crossbow as its main weapon, and equips heavy armor. It can switch to several types of swords for a more physical focus and can use all Green Magick spells and has access to numerous augments.
Its main weapons are severely impacted by certain weather conditions and it has few offensive and recovery spells, as well as low HP.
In The Zodiac Age version, the player can use two license boards for each party member.
Pairing Time Battlemage with Archer makes for a purely ranged physical attacker. The Archer gains Strength from the Time Battlemage's heavy armor while the Time Battlemage gains extra HP from the Archer's light armor. Being able to switch from arrows to bolts adds flavor to this pairing with increased options for elemental damage and status-infliction. Archer also grants easy access to the Shear Technick and the White Magicks Cura and Raise without Espers, whereas Time Battlemage grants Time and Green Magicks to the Archer, specifically Oil, which can be used with the Archer's Burning Bow+Fiery Arrows and any Fire-elemental spells from Shades of Black. Bows tend to be an upgrade to the Time Battlemage's native crossbow later into the game. This pairing also provides augments that are not found on Time Battlemage nor the Archer License Board. Unlocking the Infuse Technick with the Zodiark or Ultima Esper can be used with Time Battlemage Charge Technick to lock the character in an infinite Critical HP state to deal high physical damage with the Adrenaline augment if the player equips a Steel Gorget accessory, and it also unlocks Swords 9 (or 7 & 8) with the 1000 Needles Technick. Being in critical state with Steel Gorget equipped for Adrenaline and using the Time Magick spells Haste with Berserk is where this job pairing shines in late game.
Another viable combination to use with Time Battlemage for a party member who does not mind being locked into only equipping heavy armor is the Knight, as the Time Battlemage's three Swiftness licenses benefit the slow Knight and its magick power makes better use of the Knight's White Magick that can be unlocked with Espers, making for a strong attacker that still has many support abilities. Because this combination cannot equip mystic armor by doing so the Knight cannot then use the Holy-elemental greatsword Excalibur with the Mystic Armor White Robes combination to elevate Holy damage. 
Pairing Time Battlemage with Monk grants some similar benefits to the Knight pairing, most notable the Monk's White Magick, and can gain more with Esper picks. However, the Monk would have to forego access to Genji Gloves, which especially improves poles' combo rate.
Time Battlemage can also pair well with Uhlan or Shikari, creating another strong physical attacker with three Swiftness licenses and solid support abilities, though without the White Magick of the Knight or Monk.
Coupling Time Battlemage with Black Mage results in an efficient magic blaster and support unit whose Black Magick-use regenerates MP through the Warmage augment, leaving plenty of MP to cast the Time Magick buffs as needed. The access to mystic armor and extra Magick Lores from the Black Mage will improve the Time Magick enemy debuff spells' rate of success. The Time Battlemage–Black Mage pairing also has a surprisingly solid number of hit points due to the two jobs bypassing each other's Esper unlocks for HP licenses—only 30 HP less than a single-job Knight without Exodus.
Pairing Time Battlemage with White Mage creates a support character who can use both mystic and heavy armor and short-range and long-range weapons. However, having different characters concentrate on healing and buffing can work better for some of the harder battles, as a single character may struggle to do both due to inefficient MP-regeneration, gambit overload, and simply having to cast a spell every turn. Combining Time Battlemage with Bushi also allows the character to wear either mystic or heavy armor to suit their situation, and use crossbows or a katana for both short- and long-range fighting.
Mages in general have low health and high magick and consequently, combinations of Time Battlemage with other mages may be a trade-off between casting efficacy and survivability. Time Battlemage with White Mage, for example, has about half the health of most other combinations. The exception to this is Time Battlemage with Black Mage.
Souleater and Bonecrusher give a controllable means of lowering one's HP, and thus synergize particularly well with Time Battlemage's Balance. Souleater can be bought for the Bushi, Knight, Monk, Red Battlemage, Uhlan, and White Mage job classes. Bonecrusher is used by five job classes: Bushi, Machinist, Monk, Shikari, and Uhlan. However, Uhlan and Shikari must first acquire the license for Hashmal. Souleater and Bonecrusher are still powerful effects on their own. Monk in particular is a good candidate to pair with the Time Battlemage; along with Uhlan, it can use both Technicks, and along with Bushi, has the best HP bonuses available.
==License Board==
==License list==
===Equipment===
Name	Description 	LP cost
 	Allows character to equip Bowgun and Crossbow. 	25
 	Allows character to equip Paramina Crossbow and Recurve Crossbow. 	40
 	Allows character to equip Hunting Crossbow and Penetrator Crossbow. 	60
 	Allows character to equip Gastrophetes and Tula. 	115
 	Allows character to equip Diamond Sword and Runeblade. 	130
 	Allows character to equip Deathbringer and Stoneblade. 	60
 	Allows character to equip Durandal and Simha. 	50
 	Allows character to equip Leather Helm, Bronze Helm, Leather Armor, and Bronze Armor.	25
 	Allows character to equip Sallet, Iron Helm, Scale Armor, and Iron Armor. 	30
 	Allows character to equip Barbut, Winged Helm, Linen Cuirass, and Chainmail. 	35
 	Allows character to equip Golden Helm, Burgonet, Golden Armor, and Shielded Armor. 	40
 	Allows character to equip Close Helmet, Bone Helm, Demon Mail, and Bone Mail. 	50
 	Allows character to equip Diamond Helm and Diamond Armor. 	55
 	Allows character to equip Steel Mask and Mirror Mail. 	60
 	Allows character to equip Platinum Helm and Platinum Armor. 	65
 	Allows character to equip Giant's Helmet and Carabineer Mail. 	70
 	Allows character to equip Dragon Helm and Dragon Mail. 	80
 	Allows character to equip Magepower Shishak and Maximillian. 	90
 	Allows character to equip Grand Helm and Grand Armor. 	110
 	Allows character to equip Orrachea Armlet. 	5
 	Allows character to equip Bangle and Firefly. 	20
 	Allows character to equip Diamond Armlet and Argyle Armlet. 	25
 	Allows character to equip Battle Harness and Steel Gorget. 	35
 	Allows character to equip Tourmaline Ring and Embroidered Tippet. 	35
 	Allows character to equip Golden Amulet and Leather Gorget. 	35
 	Allows character to equip Rose Corsage and Turtleshell Choker. 	40
 	Allows character to equip Thief's Cuffs and Gauntlets. 	45
 	Allows character to equip Amber Armlet and Black Belt. 	30
 	Allows character to equip Jade Collar and Nishijin Belt. 	40
 	Allows character to equip Pheasant Netsuke and Blazer Gloves. 	45
 	Allows character to equip Gillie Boots and Steel Poleyns. 	60
 	Allows character to equip Berserker Bracers and Magick Gloves. 	60
 	Allows character to equip Sage Ring and Agate Ring. 	70
 	Allows character to equip Ruby Ring and Bowline Sash. 	70
 	Allows character to equip Cameo Belt and Cat-ear Hood. 	70
 	Allows character to equip Bubble Belt and Fuzzy Miter. 	80
 	Allows character to equip Sash and Power Armlet. 	80
 	Allows character to equip Indigo Pendant and Winged Boots. 	100
 	Allows character to equip Opal Ring and Hermes Sandals. 	115
 	Allows character to equip Quasimodo Boots and Nihopalaoa. 	130
 	Allows character to equip Germinas Boots and Ring of Renewal. 	160
 	Allows character to equip Ribbon. 	215
===Magick===
Name	Description 	LP cost
 	Allows character to cast Cura and Raise. 	30
 	Allows character to cast Slow and Immobilize. 	20
 	Allows character to cast Reflect and Disable. 	30
 	Allows character to cast Vanish and Balance. 	40
 	Allows character to cast Gravity and Haste. 	50
 	Allows character to cast Stop and Bleed. 	60
 	Allows character to cast Break and Countdown. 	70
 	Allows character to cast Float and Berserk. 	80
 	Allows character to cast Vanishga and Warp. 	90
 	Allows character to cast Reflectga and Slowga.	100
 	Allows character to cast Graviga and Hastega. 	125
 	Allows character to cast Decoy and Oil. 	40
 	Allows character to cast Drain and Reverse. 	50
 	Allows character to cast Bubble and Syphon. 	90
===Technicks===
Name	Description 	LP cost
 	Lower one foe's magick resist. 	50
 	Lower one foe's magick power. 	50
 	Restores user's MP and Mist Charges. If the technick fails, MP is reduced to 0.	30
 	Deal damage based on a factor of time to all foes in range. 	50
 	Deal damage that increases with successive hits. 	40
 	Capture HP Critical foes to obtain loot. 	30
 	Inflict one foe with any harmful status effects on the user. 	40
===Augments===
Name 	Description 	Amount	LP cost
 	Reduces magick MP cost by 10%. 	3 	30/50/80
 	Increases magick power when HP is full. 	1 	70
1-2-3 	Ethers restore 10%/15%/25% more MP. 	3 	20/35/70
 	Remedies remove Sleep, Sap, Immobilize, and Disable.	1 	20
 	Remedies remove Petrify, Confuse, and Oil. 	1 	30
 	Increases duration of status effects. 	1 	30
 	Reduces action time by 10%. 	3 	30/50/80
 	Increases magic potency. Mag+1 	9 	30/30/30/30/50/50/50/50/70
+110/+150/+190/+230/+270 HP	Increases max HP by 110/150/190/230/270. 	5 	40/50/60/70/80
 	Increases physical attack damage. Str+1 	11 	30/30/30/30/50/50/50/50/70/70/70
 	Increases defense when HP critical. 	1 	70
 	Gain MP after defeating a foe. 	1 	30
 	Restores MP when dealing physical damage. 	1 	30
 	Increases magick power when HP critical. 	1 	65
 	Gain MP when taking damage. 	1 	30
 	Gain MP after dealing magick damage. 	1 	30
===Espers and Quickenings===
Name 	Licenses unlocked 	LP cost
Quickening	None 	50
Quickening	+150 HP 	75
Quickening	None 	100
Quickening	None 	125
 	None 	20
 	+230 HP 	30
 	Ether Lore 3 	30
 	White Magick 4 	35
 	None 	50
 	Channeling 	50
 	None 	50
 	Addle and Shear 	65
 	Battle Lore 	65
 	Battle Lore 	100
 	+270 HP 	100
 	Swords (7) and Swords (8)	115
 	Swords (9) 	200
==Etymology==
In the original Japanese, the job is referred to as Timespace Warmage , while it is referred to as 'Time Battlemage' in The Zodiac Age release likely to emphasize its additional melee capabilities and differentiate it further from the standard Time Mage, which focuses more heavily on casting.
==Notes==
Category:Jobs in Final Fantasy XII
de:Zeitmagier (FFXII)