FF Magic
Overview
Their are several different types of magic, some are innate, stored and some are from small spherical orbs called Materia. Magic can be used to cast devastating spells, enhance ones physical, mental or weapon power, or even call upon great creatures of power to give assistance. Below is the list of Innate and Stored Magic. For Materia and Summon Magic check the other sections.
Status Magic
A character or item can be under the effects of one magic type at any given time. Ie, if two differently named spells or the same name spells that affect a characters Strength by lowering it, only the one with the highest value is applied.
Innate Magic
This is magic that comes from within. Whether through natural talent or extreme study, those with Innate Magic only need a conductor to focus their spells. These can be done through items that focus magic such as rods, staffs and wands. There are some items that can be used in their stead such as the Spellblades weapon. The primary way of acquiring these spells are though your chosen Job. See the Job section for a breakdown of all Jobs. Once you have unlocked a spell, you know it permanently unless otherwise stated. Magic is not unlimited and taxes the body as it is used. You can cast spells as long as you have Magic Points (MP). MP is like your magical stamina. Once it is gone, you cannot cast spells, unless otherwise stated. MP can be recovered with Items, abilities or staying at an Inn/Tent.
When casting spells it requires an action, unless otherwise stated. If the spell is being cast on an ally, there is no need to make a roll unless they are grappled by a creature or have at least half of themselves covered. When casting a spell at a enemy, you must make a Magic check, on a hit the target is affected by the spell, on a failure, the spell misses and likely hits the ground or sails off into the distance.
Stored Magic
This is a different type of magic where you store the specific spells as units. This requires no MP to use, but you can only use the spells you have stored a number of times equal to the amount you have stored. When used, that unit of magic is expended and gone forever. The only way to acquire Stored Magic is through the Draw ability. The Draw ability can only be used on enemies and Draw Points. When using at a Draw point, you absorb the magic that has accumulated their. Using it on an enemy that has Stored magic allows you to draw it from them. Enemy magic shows up as ????, so you must draw from them unknowing what you will get. When you successfully draw from them, the magic is revealed.
Magic List
THUNDER & WIND MAGIC
Name MP Damage
Thunder 8 5
Thundara 30 15
Thundaga 50 30
Thunder l 4 3
Thunder ll 17 12
Thunder lll 41 23
Thunder lV 62 40
Thunder V 90 75
Aero 30 17
Wind l 4 3
Wind ll 17 12
Wind lll 41 23
Wind lV 62 40
Wind V 90 75
Tornado 70 68
WATER & ICE MAGIC
Name MP Damage
Blizaard 8 5
Blizzara 30 15
Blizzaga 50 30
Blizzard l 4 3
Blizzard ll 17 12
Blizzard lll 41 23
Blizzard lV 62 40
Blizzard V 90 75
Water 8 5
Watara 30 15
Water aga 50 30
Water l 4 3
Water ll 17 12
Water lll 41 23
Water lV 62 40
Water V 90 75
FIRE MAGIC
Name MP Damage
Fire 8 5
Fira 30 15
Firaga 50 30
Fire l 4 3
Fire ll 17 12
Fire lll 41 23
Fire lV 62 40
Fire V 90 75
Flare 40 25
LIFE & RECOVER MAGIC
Name MP Damage
Holy 100 90
Name MP HP Recovery
Cure 8 5
Cura 30 15
Curaga 50 30
Cure l 4 3
Cure ll 17 12
Cure lll 41 23
Curel V 62 40
Cure V 90 75
Life 70 Revive KO 1/4 HP
Life2 160 Revive KO 1/2 HP
Full-life 300 Revive KO 100% HP
Regen 30 10% start of turn
Zombie 35 Inflict Zombie
Death 150 Inflict Death
Doom 90 Inflict KO
TIME & SPACE MAGIC
Name MP Effect
Double 50 Can cast 2 spells until end of round as an action
Triple 120 Can cast 3 spells until end of round as an action
Demi 60 Deals 1/4 current HP
Quake l 4 3
Quake ll 17 12
Quake lll 41 23
Quake lV 62 40
Quake V 90 75
Haste 40 +20 SPD until end of round
Slow 40 -20 SPD until end of round
Stop 91 -200 SPD and movement until end of round
STATUS MAGIC
Name MP Effect
Bio 16 11 poison, VIT check to be Poisoned until EOR
Bio ll 60 35, VIT check to be Poisoned until End of Round
Bio lll 100 70 VIT check to be Poisoned until End of Round
Sleep 35 Asleep until EOR or attacked or awakened
Blind 25 Inflict Darkness
Silence 28 Inflict Silence
Confuse 42 Inflicts Confuse until EOR or attacked
Berserk 90 Inflicts Berserk
Break 80 Inflicts Petrify
Meltdown 80 40 N/E, VIT BN 0 until EOR
Pain 80 Inflict Poison, Darkness, Silence until EOR
Note: EOR stands for End Of Round
Note2: N/E stands for Non-Elemental
SUPPORT MAGIC
Name MP Effect
Esuna 25 Remove abnormal status
Dispel 20 Remove magic effect
Protect 40 Reduce physical damage by 1/2 until EOR
Shell 40 Reduce magic damage by 1/2 until EOR
Reflect 50 Reflect all target magic until End of Round
Drain 50 30 N/E, Absorb HP
Aura 250 Target Limit Break becomes available
FORBIDDEN MAGIC
Name MP Damage
Meteor 300 170 Non-elemental magic damage to all in 90ft radius
Ultima 300 200 Non-elemental magic damage all in a 90ft sphere
OTHER MAGIC
Name MP Effect
Scan 15 Scan enemy's HP and weakness
Float 15 Floats target off the ground.