Matra Magic

Matra Magic (マトラマジック, Matora Majikku), also known as Missile or Micro Missile, is a recurring Blue Magic spell. It either does damage equal to a certain percentage of the enemy's HP, or low-powered magic damage.

Final Fantasy V
Missile is a Blue Magic spell that deals damage equal to 3/4 of the target's current HP while also inflicting Old. It costs 7 MP and its hit rate is 75%. It can be learned from the enemies Mecha Head, Motor Trap, and Prototype, as well as the bosses Soul Cannon, Gilgamesh, Enkidu, and Azulmagia.

Final Fantasy VI
Missile takes 3/4 off its target's current HP and inflicts Sap. However, it will miss if the target is immune to Instant Death. An attack called Launcher also exists, and releases eight random attacks taking away half of one target's HP with each hit. Both are only used by enemies and cannot be learned as Lores. The player characters can use Magitek Missile when riding Magitek Armor to inflict non-elemental damage to a single target as well as Sap.

Final Fantasy VII
Matra Magic is an Enemy Skill learned from Custom Sweeper, Bullmotor, and Death Machine. It inflicts light non-elemental damage on all enemies, its spell power equal to 0.6875x the base magic damage. Even so, due to its low MP consumption (8 MP) and the earliness in which it can be obtained, Matra Magic is effective in the game's first stages.

Final Fantasy VII: Advent Children
Matra Magic is cast by Kadaj by using Materia, right after Cloud's highway battle, and it reveals the fountain under Aerith's church; it is then used one last time, though Cloud is able to dodge it.

Final Fantasy VIII
Called Micro Missiles, the spell can be learned by Quistis with the Missile item. It reduces the opponent's HP by a percentage which differs depending on Crisis Level. It is also one of the few Gravity-elemental spells in the game:
 * Crisis Level 1: 50% Max HP
 * Crisis Level 2: 75% Max HP
 * Crisis Level 3: 87.5% Max HP
 * Crisis Level 4: 93.75% Max HP

Final Fantasy IX
If successful, Quina's Matra Magic reduces the target's HP to 1, but its accuracy is only 20%. It costs 8 MP to cast, and can be learned by eating a Trick Sparrow, Dragonfly, Zaghnol, Ogre, Land Worm, or Armstrong. It never works on bosses.

Final Fantasy X-2
Missile is not an ability the party can use, but is an enemy attack used by Node A. It inflicts moderate non-elemental damage to one party member.

Final Fantasy Tactics Advance
Matra Magic switches the target's HP and MP. It can be learned from the Toughskin.

Final Fantasy Tactics A2: Grimoire of the Rift
Called Matra Magick to bring the spelling in line with Ivalice Alliance standards, it switches the target's HP and MP about 50% of the time. The game's new MP system allows instant kills if enough MP is gained to use it before the opponent's act. It is learned from the Adamantitan.

Dissidia Final Fantasy
Missile and Matra Magic are Story Mode abilities. Missile deals 20 - 50% damage to one enemy, while Matra Magic deals 10% damage to all enemies in the engagement range.

Dissidia 012 Final Fantasy
Missile is an HP attack for Gilgamesh. It fires a lock rocket that homes in on opponents and explodes over a large radius.

Etymology
The name Matra Magic is derived from the French automotive and aerospace company Matra, which developed the infrared-seeking R550 "Magic" missile for use on the Dassault Mirage series of tactical fighter jets.