Magicite

Magicite is the name of magical stones in several Final Fantasy games. They usually contain a great deal of magical energies in them, that can be extracted by anybody.

Final Fantasy VI


Magicite is what remains of Espers after they die in Final Fantasy VI. In order for the magical power of an Esper to be fully drained, an Esper must be transformed into magicite.

Using Magicite
To use Magicite, it must be equipped via the menu option "Skills." A list of spells that the Magicite teaches is shown when it is equipped. The equipped Magicite can also be summoned once per battle. After a battle, when Magicite is equipped, the party will gain anywhere between 1 and 10 Magic Points. This amount is then multiplied by the learning rate of each spell in the Esper. For example, Ramuh teaches Bolt at a rate of X10, Poison at a rate of X5, and Bolt 2 at a rate of X2. If 2 Magic Points are gained after a battle, Bolt really gains 20, Poison really gains 10, and Bolt 2 really gains 4. Once a spell has 100 Magic Points, it is learned and can be cast at will. Also, some Magicite gives bonus stat boosts if it is equipped when a character levels up.

List of Magicite

 * Siren
 * Stray
 * Kirin
 * Ramuh
 * Ifrit
 * Shiva
 * Carbuncle
 * Maduin
 * Bismark
 * Phantom
 * Unicorn
 * Shoat
 * Golem
 * Zoneseek
 * Sraphim
 * Fenrir
 * Starlet
 * Palidor
 * Phoenix
 * Ragnarok
 * Tritoch
 * Terrato
 * Alexander
 * Odin
 * Raiden
 * Bahamut
 * Crusader
 * Leviathan (GBA)
 * Gilgamesh (GBA)
 * Cactuar (GBA)
 * Diablos (GBA)

Final Fantasy XII
In Final Fantasy XII, Magicite is a magical stone containing a lot of mist. It is with this mist that anyone holding it can extract magic. While the player can't equip Magicite, they can sell it as loot. There are two additional subsets of Magicite: Nethicite, which can absorb mist, and Auracite, which has the ability to summon monsters, much like regular Magicite in Final Fantasy VI.

Final Fantasy: Crystal Chronicles
In Final Fantasy: Crystal Chronicles, magicites are round magical stones that are dropped by many monsters when they die. Equipping them in action slots allows the characters to cast spells. Magicite is temporary; it will not be retained to other levels. There is an item that can be crafted (Ring of Blizzard, Ring of Fire, Ring of Thunder) which can be used to cast magic with no limit.

In single-player game, magicite can also be fused to form magicite for stronger spells. In multi-player game, this isn't possible; instead, stronger spells are cast by two or more players targeting the same area with different spells.

Magicite Fusion
Blizzard Magic Fire Magic Thunder Magic Healing Magic Time Magic Gravity Magic Holy Magic
 * Blizzard (Blizzard)
 * Blizzara (Blizzard + Blizzard)
 * Blizzaga (Ring of Blizzard + Blizzard + Blizzard)
 * Fire (Fire)
 * Fira (Fire + Fire)
 * Firaga (Ring of Fire + Fire + Fire)
 * Thunder (Thunder)
 * Thundara (Thunder + Thunder)
 * Thundaga (Ring of Thunder + Thunder + Thunder)
 * Cure (Cure)
 * Clear (Clear)
 * Life (Life)
 * Haste (Life + Cure)
 * Slow (Life + Blizzard, Fire, or Thunder)
 * Stop (Life + Fire & Blizzard, Blizzard & Thunder, or Fire & Thunder)
 * Gravity (Fire + Blizzard, Blizzard + Thunder, or Fire + Thunder)
 * Holy (Blizzard, Fire, or Thunder + Life)

Final Fantasy Crystal Chronicles: Ring of Fates
In Final Fantasy Crystal Chronicles: Ring of Fates, Magicite stays the same in appearance as round magical stones and can still be fused to cast stronger spells but work a little differently. Unlike in the previous Crystal Chronicles game, magicite can be taken with the character and used in the next dungeon. They can also be purchased from a Magicite Store in Rebena Te Ra. In the previous game each Magicite can be used more then once before disappearing, but in this game each stone can only be used once. In the beginning only 10 of each type of Magicite can be carried by a character, excluding the Raise Magicite which is 4 when beginning. Pockets can be found or purchased to carry more Magicite with the limit being 99. Magicite is still fused through characters combining their spells but as they level up the character will be able to lock onto an area to cast a spell. The lock last for a couple of seconds and during this time the character can cast another spell to fuse with the one still locked onto an area.