Magic (term)

Magic is one of the two principal forms of attack in Square Enix's (formerly Square Co., Ltd.) Final Fantasy series of computer role-playing games. Although the specific features of the magic system vary significantly from game to game, many concepts have remained consistent throughout the course of the series. This article is meant to serve as a list of the various Final Fantasy magic spells.

Types of magic
Generally speaking, magic in the Final Fantasy series can be divided into distinct types: White Magic, used by White Mages, which heals or otherwise supports party members; Black Magic, used by Black Mages, which is used to attack enemies; Time/Space magic, used by Time Mages, which affects the flow of time (such as slowing down or speeding up a target's actions) or warps matter (Gravity spells, for example); and Blue Magic, used by Blue Mages, which incorporates a variety of special attacks used by monsters. Not every game necessarily classifies spells in this manner, and the specific classification of a spell can vary from game to game. Final Fantasy Tactics, for instance, introduced a new subdivision of magic (Yin-Yang Magic) utilized by the Oracle job class, consisting of status-altering spells such as Poison or Sleep. This category has not subsequently appeared in any other Final Fantasy title, but is to be classified as Green Magic in the upcoming Final Fantasy XII. Furthermore, status- and time-altering spells in Final Fantasy VI were given a "Gray" alignment to indicate that they were neither Black nor White.

Confuse
Confuse, also known as Muddle and Charm, causes the target to aimlessly attack, cast spells, or use items on either friends or foes on the battle screen. Like Sleep, the condition can usually be rectified with a physical attack to the confused target.

Cure
The Cure family of spells are the basic healing magics in the Final Fantasy series. In addition to recovering the hit points of an injured party member, since Final Fantasy II Cure has also dealt damage to undead monsters. The upgraded forms of the cure family are Cura and Curaga. In English localizations of the series, Curaja was frequently renamed to Full-Cure. In Final Fantasy I, because Cure could only target a single character, there existed a companion set of spells called Heal which restored HP to all characters.

Dia
Dia is a spell not seen since Final Fantasy that functioned as the only offensive spell a White Mage had in addition to Holy. Spanish or Portuguese for "day", it was a spell that only affected undead monsters, showering them in rays of light to cause damage. This spell was known as Harm in the original NES translation. It recently made a reaperance in Final Fantasy XI as a starting Spell for the Red Mage Class

Dispel
Dispel is a spell traditionally usually used to remove positive status effects from enemy targets such as Haste, Protect, and Regen and can be used to safely disengage Reflect without being reflected back at the caster.

Esuna
Esuna cures most status ailments. In early English language localizations of the series, Esuna was known by a number of different names, including Heal and Remedy. Esuna can be used to cure most common status ailments, but there are usually a few severe ailments that are not removed by the spell. Originally, there were separate spells for removing specific status ailments, such as Poisona (Pure and Antidote in early translations), Stona (Soft), Blindna (Lamp), Mutna, etc. Beginning with Final Fantasy II, most of these spells were done away with and replaced with the multi-purpose Esuna and Basuna spells. It is believed that Esuna is derived from "S-na", short for "Status-na" and "esu" being the Japanese pronunciation of "S". Esuna could only be used via the main menu, outside of battle. Basuna cured fewer ailments, but was available for use during battle; it is likely that the name was a shortened form of "Battle Esuna". Basuna never appeared in any further Final Fantasy installments, but a few status-specific spells such as Poisona and Stona have reappeared in later games.

Holy
One of the very few attack spells available in the White Magic school, and one of the strongest attack spells in the series, Holy unleashes Holy power upon its enemies. Considering that it is a White Magic, it has elemental power of Black Magic as well. Holy is generally classified as having an elemental alignment of "Holy", and is generally most damaging to undead targets. Due to censorship restrictions of Nintendo of America, Holy was not actually referred to by that name in any English language localization of the series until the shift to the Sony PlayStation with Final Fantasy VII, where it plays a prominent role in the storyline but cannot be used in battle. Due to censorship, the North American versions of Final Fantasy, Final Fantasy IV, and Final Fantasy VI call the spell Fade, White, and Pearl respectively. Final Fantasy Mystic Quest also used the term White for this spell, however this game was produced by Square USA and the writers may therefore not have known that it was a case of censorship. The name was corrected in most of the re-releases of the games where it was originally censored.

Life
Life, also known as Raise, restores to consciousness any character that has been rendered unconscious (i.e., had their hit points reduced to zero). The first level version of the spell (Life) restores only a small percentage of the character's total possible hit points, while the second level version of the spell (Full-Life or Araise) restores the character to full health. Like Cure, Life doubles as offensive magic when cast against undead targets; it deals damage to the target, or in some cases, results in instant death. Some games also feature an Auto-life or Reraise spell, which will automatically revive any character when their hit points reach zero.

Protect
When cast on a party member, Protect reduces the amount of physical damage that party member receives by 1/2 for the duration of the spell's effect, but some games it ends as soon as the battle does. Also known as Fog in Final Fantasy, Safe in Final Fantasy VI and Barrier in Final Fantasy VII.

Reflect
When cast on a party member, Reflect will reflect most magic (offensive or defensive) back to its original caster, or a random character from the opposing party. The Reflect spell will have no effect on items that have magic effects. In some games, Reflect only affected black magic, allowing such characters to be cured by magic. In most games, a spell could not be reflected twice: Reflect status was ignored once the spell was first reflected. This property could be used to cast spells against enemy creatures with active Reflect status: by casting Reflect on a friendly party member, it was possible to have attack magic spells cast at that party member bounce back at the enemy creature, ignoring its own Reflect condition. In Final Fantasy VII, however, this was not always the case: if both parties had Reflect status, certain spells would continue to bounce back and forth between the target and the caster until the Reflect status had expired. In some games in the series, Reflect doesn't work on group spells, where all are affected in one party. However, in other games, a character with Reflect will reflect the magic back at the caster, while the others who don't have Reflect are affected. In early English language localizations of the series, Reflect was renamed Wall. (Not to be confused with other instances of Wall, which usually casts both Protect and Shell on the target.)

Scan
Scan is used to inspect a character, friendly or enemy, for their name, hit point total, and signs of elemental weakness, and it almost always only costs a single magic point to cast. Oftentimes in recent games after using Scan, enemies' information will be entered into a bestiary database to reference later on at the player's leisure. In Final Fantasy IV, this spell was renamed Peep in the original SNES translation, and is also available to Cid as his lone special skill, Study, with no MP cost attached.

Shell
When cast on a party member, Shell reduces the amount of magical damage that party member receives by 1/2 for the duration of the spell's effect and same here, sometimes it last till the end of the battle. Also known as MBarrier in Final Fantasy VII.

Vanish
Vanish, also known as Invisible, has had a couple of different uses throughout the Final Fantasy series. In the first game's appearance, it is used to increase the evasion rate of the player's party. However, in Final Fantasy VI, Vanish is capable of turning a single target completely invisible, nullifying any physical strikes aimed in his or her direction. However, magic spells will begin working on the target 100% of the time, which has led to on of FFVI's best known glitches: casting Vanish on a difficult enemy (including bosses), and then immediately casting Death or X-Zone on the vanished foe to defeat them in one shot, making the game much easier to complete.

Fire
The Fire spells are basic offensive spells, which deals Fire elemental damage to the target or targets. The higher rank Fire magics are Fira and Firaga. They are generally most effective against enemies with an elemental affinity towards ice. In early English language localizations of the series, the second and third levels were renamed Fire 2 and Fire 3, respectively.

Blizzard
The Blizzard spells are basic offensive spells, which deals Ice elemental damage to the target or targets. The higher rank Blizzard magics are Blizzara and Blizzaga They are generally most effective against enemies with an elemental affinity towards air (and sometimes fire) or insect-type enemies. In early English language localizations of the series, the first, second, and third levels were renamed Ice, Ice 2, and Ice 3, respectively.

Thunder
The Thunder spells are basic offensive spells, which deals Thunder elemental damage to the target or targets. The higher rank Thunder magics are Thundara and Thundaga. They are generally most effective against enemies with an elemental affinity towards water, or against mechanical beings (or, as in Final Fantasy II, poison-elemental enemies). In the English language localizations of Final Fantasy and Final Fantasy IV, the first, second, and third levels were renamed Lit (short for "lightning), Lit2 and Lit3, respectively. In the English language localizations of Final Fantasy VI and Final Fantasy VII, the first, second, and third levels were renamed Bolt, Bolt 2, and Bolt 3, respectively.

Aero
Aero is a moderately powered spell that always falls under the catergory of an air or wind-elemental spell. In most games in the series, it is generally only used by enemies and not available for the player to use. If it is, generally monsters that fly or have a Float status are weak against it. In Final Fantasy VI, Aero was only available as a Blue Magic spell for Strago. In Final Fantasy IX, it could give enemies the "Float" effect which would addle them in abilities. In Final Fantasy XI it is one of the basic tier spells with Aero I-IV and Aeroga I-III.

Water
Water is a moderately powerful offensive spell that deals Water elemental damage to the target or targets. It is generally most effective against enemies with an elemental affinity towards fire or lightning. In most games, it is a single-level spell without any more powerful counterparts, but in Final Fantasy X, second and third level Water spells were included as Watera and Waterga.

Bio
Bio, also Bane, Scourge, Venom, Virus and Poison, is an attack spell that can inflict the status ailment Poison on its target as well as a reasonable amount of hit point damage. It is generally most effective against humanoid enemies. In most games, Bio is a stronger form of Poison. Note that the Bane/Scourge variation of this spell functions as an instant-death spell that affects all enemies or party members, although said death is caused by a poisonous magical attack.

Break
Break attempts to inflict the status ailment Stone on its target. If all members of the player's battle party are turned to stone, the game ends. In some games in the series, Stone is considered an instant-kill/non-reversible condition and a character afflicted with it will disappear from the battlefield immediately. In other games, a character must be hit by a physical attack while afflicted with Stone, shattering them to pieces which again counts as a non-reversible kill. (Though they can be revived after the battle is over.) Because of the power of the condition, Break is generally only around 50% effective. There is a variation to this spell (eg. Slow Numb in Final Fantasy VII), which creates a countdown timer above the target's head. When the countdown timer is extinguished, the target is inflicted with the status ailment Stone. The status can be treated with the Esuna spell, the Stona spell, Remedies, or the curative item Soft (also known as Golden Needle).

Death
Death instantly kills one target. It usually has a small chance of success. A related in-battle condition called Condemned places a timer on the target and, if successful, will instantly cause death when the time is up. The Condemned condition is irreversible, and can only be negated by either winning the battle or be letting the countdown expire and then raising the fallen character. In North American localizations, the name Doom has frequently been applied to both the Death spell, and the Condemned status effect. The first Final Fantasy is notable in that it has a couple such instant-death spells that have no obvious benefits over one another, aside from being of different levels; Death (or Rub, as in "rub out") is placed at level 4, whereas Kill (or XXXX) is level 8.

Zombie
Zombie puts the target into an undead state; the exact ramifications of this varies between games. In some games the target's HP drops to zero and the target goes into a berserk or confused state. In other games the target simply becomes susceptible to curative magic. The Zombie status can usually only be cured by casting Life twice (once to kill the target, eliminating the zombie status, and once to revive), or using the item Holy Water.

Drain
Drain transfers a certain amount of HP from the target to the caster. This spell can be used to increase the HP of the caster and/or to reduce the HP of the target. This spell can be very effective against targets with high physical defense but low magic resistance. When cast on an undead target, it will have the opposite effect of transferring HP from the caster to the target. This is an extension of the concept of "negative" HP suggested by the fact that curative magic causes damage to undead creatures.

Flare
Flare is one of the most powerful attack spells in the series. It inflicts a heavy amount of non-elemental (or fire-elemental in Final Fantasy VII and Final Fantasy XI) damage on its target, and in several games in the series, it is the most powerful black magic spell available. In the North American version of Final Fantasy, the spell was renamed Nuke because of technical limitations. In the first North American release of Final Fantasy IV, it is also named Nuke, but in addition the characters Palom and Porom have a Twin spell called Flare. Unlike its Black counterpart, it affects all the enemies on the screen, not just a single target; Final Fantasy Mystic Quest followed this trend of making Flare affect multiple enemies. Bahamut, the dragon summoning monster, uses Mega Flare, whereas his "upgrades" in Final Fantasy VII use Giga Flare and Tera Flare.

Osmose
Osmose, Absorb, or Sap transfers a certain amount of MP from the target to the caster. This spell can be used to replenish the MP of the caster, and/or to prevent the target from casting spells, once their MP drops below the required MP level. This is called Aspir in Final Fantasy XI. In the first English language localization of Final Fantasy IV, it was renamed Psych. In Final Fantasy VI, a variation of this spell known as Rasp is used merely to drain an opponent's MP supply without absorbing it into the character's reserves.

Stone
Stone is a spell that often causes the petrify condition on a single target. It is often one of the last learned black magic spells, except for Flare or Ultima. However, in Final Fantasy XI it appears as the most basic and first learned Black Mage spell and deals Earth-elemental damage. Here, it is available as a level I-IV spell and Stonega I-III. In some games, Stone and Break are not distinct from one another, as they have the same effect.

Quake
Quake is usually a spell that causes an earthquake to damage all enemies. Needless to say, it is useless against flying or airborne foes (e.g., Float). In Final Fantasy VI, Quake could damage the player's party as well if they did not have the Float status. In Final Fantasy VII and Final Fantasy Mystic Quest, it became an Earth element spell similar to Fire or Blizzard, with FFVII having three levels of power: Quake, Quake 2, and Quake 3, respectively.

Toad
Toad transforms the target into or out of the appearance of a frog. The frog status toggles so that casting Toad on a character that already has a frog status reverts them to their normal form. Similar spells include Mini and Piggy. In these states, only those spells can be cast to reverse their effects. In some games in the series, such as Final Fantasy III, certain dungeons can only be accessed when all party members have been affected by the Toad spell.

Merton
Merton is one of the most powerful magic attacks in Final Fantasy VI. It can be learnt via the Esper Crusader. Merton is a fire piercing attack that damages both the player's party and the enemy. Because of this, it is a rarely used attack. By using fire-absorbing shields or armours, Merton can be used to damage the enemies whilst healing members of the party.

Ultima
In the games in which Ultima appears it is the ultimate magic spell. Ultima's first appearance was in Final Fantasy II, but would not appear again until Final Fantasy VI. Ultima inflicts massive amounts of non-elemental damage on all enemies in battle. Exceptions include Final Fantasy Tactics, in which it appears as a technique in Ramza's Squire Guts skillset, and Final Fantasy IX where the spell appears as a plot device but is not obtainable. The word "Ultima" is the feminine declension of the Spanish word for "final" (however, the diacritic above the U is omitted).

Degeon
When cast successfully, Degeon (also known as Warp, Zap!, Banish, and X-Zone) instantly casts all enemies to an alternate space-time plane, eliminating them from battle. In later games, Degeon banishes all enemies to a different dimension. In Final Fantasy II, Banish allows the player to warp one floor closer to a dungeon's entrance at the cost of some of the user's HP. In Final Fantasy V it is integral to the plot. In Final Fantasy VI, Terra's MagiTek armor is able to use an ability called X-Fer, which functions similarly to a Degeon spell, but only affects a single enemy. Its Japanese name Degeon most likely stands for "De-Dungeon", given its teleporting usage.

Demi
Demi (also known as Gravity) is a gravity spell that removes an exact fraction of a target's current HP and removes the Float condition if possible. There are different variations of it among the games in the series. In Final Fantasy VI, Demi removes one-half of one target's HP, with Quarter removing three quarters of a target's HP, while Final Fantasy X it removes only one-quarter, or Gravija (FFX) takes off three-quarters of multiple targets' HP.

Haste
Haste, also known as Fast, reduces the wait time of the target, causing it to gain a turn sooner than normal for the duration of the spell. In Final Fantasy II and III it doubled the number of weapon hits during a turn. Successive applications of this spell can increase the speed of the character, within limits. Basic Haste spells target an individual, while higher levels can target a group. In some games, this spell can be activated if the character sets Last Haste as his/her/its reaction ability, and when the character is at terminal health.

Meteor
In most games in the series, Meteor (also known as Meteo) is one of the most powerful attack spells available. It does a heavy amount of non-elemental damage on all enemy creatures in battle. Meteor has figured prominently in the storyline of Final Fantasy IV and Final Fantasy VII, although it cannot be used by characters of the latter title. The Meteor-esque magic usable by characters of Final Fantasy VII is called Comet and Comet2 instead. Final Fantasy V featured both the weaker Comet and the stronger Meteor, and in Final Fantasy IV, Palom and Porom had a Twin spell called Comet. In the GBA rerelease, there was an item that allowed Palom and Porom to use a much more powerful version of the spell known as Double Meteor. In Final Fantasy VI, these two spells were represented by both Meteo and Meteor, although the former version was only possessed by some enemies, or by Gau during a few of his more powerful Rages. In Final Fantasy X and its sequel X-2, Meteor is used by a King Behemoth fiend when it dies.

Quick
Quick allows the caster to immediately take two subsequent actions. It often takes a very large amount of MP to cast. In Final Fantasy Tactics Advance, Quick appears as an ability, Smile, of the class 'Juggler' that requires no MP at all, but cannot target on the same character using Smile. In FFX, The ability "Quick Hit" is used to bring about one's turn faster, as in a one-turn Haste.

Regen
Regen causes the target to receive a boost in HP over time. Each turn, the characer gains a certain amount of HP while the spell is in effect. This is the opposite of Poison. Note: In later games (Final Fantasy VII through Final Fantasy X-2) it is a white magic spell due to its curative properties. In Final Fantasy IV, FuSoYa has this spell as a menu ability. This spell will have a "Poison" affect if the character with Regen cast also has "Zombie" Status.

Slow
Slow increases the wait/reaction time of the target, causing its turn to occur later in the battle round, or, in games utilizing the Active Time Battle system, causing its battle turn to occur with far less frequency. In many games, successive applications of this spell are cumulative, within limits. Basic Slow spells target an individual, while higher levels can target a group, such as Slowga of FFX. In Final Fantasy Tactics Advance, the basic spell actually slows down an entire group in its targeting area.

Stop
A more severe form of the Slow command, Stop causes the target to cease receiving turns for the duration of the spell. In some games, this is a permanent condition and thus causes your party to lose the battle if they're all affected by it. In Final Fantasy and Final Fantasy II, a similar spell called Stun utilizes the stop status on a target for a single turn. In Final Fantasy IV, there is a white magic variation of this spell called Hold; furthermore, Edge's Ninjutsu spell Pin prevents an enemy from acting for several turns.

Teleport
Teleport, or Warp, allows the user's party to escape from battle and/or the current dungeon. It almost never works in boss battles. In Final Fantasy II, it costs the user a great deal of HP to use. In Final Fantasy and Final Fantasy IV, Warp is a black magic spell that will send the party to the last floor visited in a dungeon, while Exit, a white magic spell, will send the party outside of the dungeon or allow the party to escape from battle. In Final Fantasy Tactics it appears as a movement ability of Time Mages, allowing them to move anywhere on the field but with a chance of failure should the unit attempt to teleport too far away. Some enemy story characters are able to use it to exit the battle entirely. Some characters such as Marquis Elmdor, also possess a more powerful version of the skill, Teleport 2, which has no chance of failure and cannot be obtained normally, i.e. through typical skill trees that are not altered with a game enhancer. In Final Fantasy XI, Teleport spells are White Mage-specific spells that aid in fast travel over the huge continents of Vana'diel. Difficult to obtain through time-consuming quests, the effort is paid by other adventurers willing to pay sometimes high ammounts of Gil to get to their desired locations.

Blue magic
Blue magic was introduced in Final Fantasy V, and operates slightly differently from other forms of magic. Blue magic spells are special attacks used by monsters, which are typically learned by Blue Mage characters through some form of observation, though the mechanics vary somewhat from game to game. They are not divided into levels like many other schools of magic, and several games in the series have referred to Blue Magic by some other name, most notably Final Fantasy VI ("Lores") and Final Fantasy VII ("Enemy Skills").


 * Final Fantasy V: Characters who have equipped the command !Blue can cast Blue Magic, while those with the skill Learning will learn the spell if they were hit with it. Both skills are obtainable from the Blue Mage job class.
 * Final Fantasy VI: Strago Magus can learn Blue Magic spells known as "Lores" by having enemies use them on him. (Gau's Rage ability—which causes him to become uncontrollable and mimic the attacks of a monster he's previously Leaped—isn't actually a form of Blue Magic.)
 * Final Fantasy VII: The Enemy Skill materia acquires the spells used on the characters who were equipping them at the time. Note that stacking Enemy Skill materia (having more than one Enemy Skill materia equipped on the same character) does not allow for more than one materia to gain the skills.
 * Final Fantasy VIII: Blue Magic is Quistis Trepe's Limit Break. New spells are learned by acquiring Blue Magic items and using them on her from the main menu's item screen.
 * Final Fantasy IX: Quina Quen learns enemies' Blue Magic by Eating and Cooking them when they're weakened.
 * Final Fantasy X: Kimahri can absorb certain enemies' skills through the use of the Lancet ability, and later use the acquired skills as an Overdrive called Ronso Rage.
 * Final Fantasy X-2: The Gun Mage job class acts as this game's form of the Blue Mage. A character will learn any Blue Magic used on her while she is wearing the Gun Mage dresssphere.
 * Final Fantasy XI: The Blue Mage has recently been confirmed as a job class for the game's third expansion, Treasures of Aht Urhgan.
 * Final Fantasy Tactics Advance: A character who has equipped the support skill Learning—acquired as a Blue Mage ability—learns spells when a monster hits him/her with them.

????
???? inflicts damage equal to the difference between the spell caster's current hit points and the spell caster's maximum hit points. It was also known as Revenge in some translations.

1000 Needles
1000 Needles inflicts exactly 1,000 hit points of damage on its target, regardless of defensive status or vitality. It is most often learned from Cactuars. In the English language localizations of Final Fantasy V and Final Fantasy VI, 1000 Needles was renamed Blow Fish. In Final Fantasy X, Cactuars use a very similar attack called "10,000 Needles", which inflicts exactly ten thousand points of damage on one target. Another variation is 99,999 Needles, guaranteed to KO any character, this can only be cast by King Cactuar in the Monster Arena of FFX.

Aqua Breath
Aqua Breath inflicts water-elemental damage on all enemy characters. In the English language localization of Final Fantasy VI, Aqua Breath was renamed Aqua Rake. In Final Fantasy VII, the spell was known as Aqualung.

Bad Breath
Bad Breath inflicts most major status ailments (such as poison, sleep, and confusion) on its target all at once. Often learned from Malboros. In the English language localization of Final Fantasy VI, Bad Breath was renamed Sour Mouth.

Death Sentence
Death Sentence starts a countdown over the target. Once the countdown reaches zero, the target is instantly killed. It has occasionally appeared under the names Condemned or Doom.

Goblin Punch
Goblin Punch inflicts damage based on the experience level of the spell caster: if the caster and the target are of the same level, the attack often does increase damage. Often learned from Goblins, as its name might suggest. In Final Fantasy IV the Goblin Punch attack was included as part of the secret Goblin summoning spell.

Level 5 Death
Level 5 Death casts the spell Death on all enemies whose experience level is a multiple of five. Several games feature similar techniques which cast a different spell at a different multiple, such as Level 2 Old (Final Fantasy V), Level 4 Flare (Final Fantasy VI), Level 3 Confuse (also known as Level 3 Muddle; Final Fantasy VI and Final Fantasy VII), Level 4 Holy (Final Fantasy IX), and ''Level ? Pearl (Final Fantasy VI''). In the final case, the "?" was determined by the final digit of the party's Gil total. The class Calculator from Final Fantasy Tactics was probably inspired by this group of spells.

Matra Magic
Matra Magic has appeared with various effects throughout the series. It usually resembles a number of small missiles or particles flying from the caster into the target. In Final Fantasy VII, it inflicts non-elemental damage on all enemies. In Final Fantasy VIII it is known as Micro Missiles. In Final Fantasy IX, it is a spell that reduces the target’s HP to 1. In Final Fantasy Tactics Advance, it switches the target's HP and MP.

Mighty Guard
Mighty Guard casts various protective spells (typically Protect and Shell) on members of the battle party. Often it also casts Haste. In Final Fantasy X, Mighty Guard also cast Nul-Magic. In the English language localizations of Final Fantasy V, Final Fantasy VI and Final Fantasy VII, Mighty Guard was renamed Big Guard.

Roulette
Roulette randomly and instantly kills a single character on the battle field, either party member or monster. The name is most likely derived from Russian Roulette.

Self Destruct
A character casting Self Destruct runs toward an enemy and blows up causing a great amount of damage to the select enemy. The character normally does not gain experience from this move after a battle ends, as he or she is considered dead and therefore must be raised after using it. In the North American version of Final Fantasy VIII, this skill was named Kamikaze. In Final Fantasy VI, the skill is called Exploder, and there is a second "self-sacrifice" move, Pep Up, which slays Strago to completely heal another party member. In Final Fantasy X-2, the Dark Knight ability Charon has the same effect. In Final Fantasy IX Zidane Tribal can acquire a skill called "Sacrifice" in which he eliminates himself to heal another party member. In Final Fantasy XI the two hour ability of the Ninja job Mijin Gakure will sacrifice the life of the Ninja to do a large amount of damage to the enemy.

White Wind
White Wind restores the hit points of all party members equal to the current hit points of the spell caster. In most games, fairy monsters are seen using this spell. In the English localization of Final Fantasy VI, White Wind was renamed Pearl Wind.