Arcane Magicks (Final Fantasy XII)/Original

The Arcane Magicks skillset in Final Fantasy XII differs in the original release compared to the Zodiac releases. It deals with spells that inflict direct damage or negative status effects that distort the judgment of either ally or foe. All characters are able to learn Arcane Magick by buying the appropriate license and by the player buying the spell from a magick shop or traveling merchant. Additionally, it is a much larger skilset, as most Arcane Magicks were re-classified as Time Magicks.

Mechanics
Damage calculation:
 * $$[POW \times RANDOM(1 \sim 1.125) - Magick Resist] \times [2 + {Magick Power \times (Lv+Magick Power) \over 256}]$$

The damage is boosted if the caster is affected by Faith (to 130% of normal), wears equipment with elemental affinity, what augments have been purchased on the License Board, and whether the enemy is weak against the used element.

The success rate of negative status spells are unaffected by the target's magick evasion.
 * $$Success~Rate = Base~Rate + (MAG~of~user - VIT~of~target) \%$$

List of Arcane Magicks
"MP cost" is defined as default MP cost. Channeling Augments can lower the MP cost of any spell.