Magic (Final Fantasy VI command)

In Final Fantasy VI, regular magic spells are divided into three categories. Any party member, with the exceptions of Gogo and Umaro, can learn any spell by equipping the appropriate esper's magicite, although Gogo can still use the Magic command by mimicking other party members. Some spells are also taught by certain equipment pieces. Terra and Celes learn some spells naturally. Summons are used via the Magic command by pressing while in the command window mid-battle; the character can summon the esper they currently have equipped.

The majority of spells are affected by both Runic and Reflect. Magic changes into Dualcast if a character is equipped with the Soul of Thamasa relic; the only drawback is that the character cannot summon the esper he or she currently has equipped.

Magic command is disabled if the user is silenced.

Mechanics
Magic is divided in three categories: Healing (identified with the white sphere next to the spell's name), which consists of spells like Cure, Raise and Esuna; attack or offensive magic (identified with the black sphere next to the spell's name), which consists in spells that focus in causing damage to the target like Fire, Blizzard and Flare; and effect spells (identified with the gray sphere next to the spell's name), which consist of spells that focus in buffing and debuffing the target like Shell, Protect and Haste.

The formula for calculating how much damage a character's offensive magic attacks can do is as follows:
 * $$Damage = Spell Power * 4 + (Level * Spell Power * Magic Power / 32) $$

If the caster is equipped with an Earring or a Hero Ring, the damage is multiplied by 5/4. If the caster is equipped with two Earrings, two Hero Rings, or one of each, the damage is multiplied by 3/2.

If the spell has multiple targets, then:
 * $$Damage = Damage / 2$$

(Certain spells ignore this step)

If the caster is in the Trance (Morph) status (this will almost always apply only to Terra, but in the SNES version anyone can have the Morph status due to the Rippler Bug), then:
 * $$Damage = Damage * 2$$

Next, the game factors in random variance.
 * $$Damage = (Damage * (224...255) / 256) + 1$$

(Spells cast by using Rods or Shields as Items ignore this step).

Next, the game factors in the target's Magic Defense.
 * $$Damage = (Damage * (255 - target's Magic Defense) / 256) + 1$$

(Many spells ignore this step).

Next, if the target has the Shell status, then:
 * $$Damage = (Damage * 170 / 256) + 1$$

(Many spells ignore this step).

Next, if the target has the Trance (Morph) status, then:
 * $$Damage = Damage / 2$$

If the target is petrified, the damage is reduced to 0 at this point. Otherwise, the game now checks elemental properties, which finalizes the damage. Elemental properties are checked in this order:
 * If Force Field is in effect for the element in question, the damage reduces to 0.
 * If the target absorbs the element in question, the damage remains the same, but the attack heals the target.
 * If the target is immune to the element in question, the damage reduces to 0.
 * If the target is resistant to the element in question, the damage halved.
 * If the target is weak to the element in question, the damage doubles.
 * Otherwise, the damage remains the same.

If one of the elemental checks is true, the game does not check subsequent steps.

Celes's Runic command can nullify cast magic, either the enemies' or the player party's. If the character is afflicted with Imp, the only spell they can use is the Imp spell.

The damage done by spells used as Added Abilities from weapons is determined as normal, with a few exceptions. These spells do not ignore the caster's row, so from the back row they will do half damage, unless the weapon that cast the spell ignores row. The damage multiplier added by Jump affects the spell, so if the character jumps and casts a spell with the equipped weapon, the spell does extra damage. If the weapon does automatic criticals, the spell does a critical as well even though spells normally can't do critical hits. However, if the weapon does a critical because of the standard 1 in 32 chance, the spell does not do a critical.

Healing
Healing is restorative magic with a white dot before its name, it focuses on recovery magic.

Attack
Attack is offensive magic with a black dot before its name. These spells focus on offensive damaging elemental and non-elemental attacks.

Effect
Effect is status magic with a gray dot before its name. These spells focus on supportive magic.

Final Fantasy Airborne Brigade
The characters use their magic spells from Final Fantasy VI in Final Fantasy Airborne Brigade.