I couldn't miss the chance to practice my drawing!
Casts Auto-Life and Regen on one party member.
Final Fantasy IX description
Aura (オーラ, Ōra?), also known as FireX, is both a spell and an ability that provides various beneficial effects unique to each game it appears in.
- 1 Appearances
- 1.1 Final Fantasy II
- 1.2 Final Fantasy III
- 1.3 Final Fantasy VIII
- 1.4 Final Fantasy IX
- 1.5 Final Fantasy XI
- 1.6 Final Fantasy XIII-2
- 1.7 Final Fantasy XIV
- 1.8 Final Fantasy Type-0
- 1.9 Final Fantasy Tactics Advance
- 1.10 Final Fantasy Legend III
- 1.11 Final Fantasy: The 4 Heroes of Light
- 1.12 Final Fantasy Dimensions
- 1.13 Final Fantasy Dimensions II
- 1.14 Dissidia Final Fantasy
- 1.15 Pictlogica Final Fantasy
- 1.16 Final Fantasy Airborne Brigade
- 1.17 Final Fantasy Record Keeper
- 1.18 Final Fantasy Brave Exvius
- 1.19 Mobius Final Fantasy
- 1.20 Final Fantasy Trading Card Game
- 2 Gallery
- 3 Etymology
Appearances[edit | edit source]
Enhances effectiveness against various foes.
Aura is a Black Magic spell that adds monster types to physical attacks depending on its level. Any character can learn Aura by the use of Aura Tome (Aura Scroll in Origins).
|Effect||Allows the target to learn Aura when used outside of battle. Casts Aura VIII when used in battle.|
|Find||Fynn Castle, Raqia|
Aura adds the following effects per success:
- Extra damage vs. Flying
- Extra damage vs. Aquatic
- Extra damage vs. Earth
- Extra damage vs. Giants
- Extra damage vs. Spellcasters
- Extra damage vs. Dragon
- Extra damage vs. Werebeasts
- Extra damage vs. Undead
Aura grants the Aura status, which increases the chance of the affected character getting a Limit Break and allows them to get Limit Breaks outside of being in HP Critical health. Being under the effects of Aura boosts the character's Crisis Level, enhancing their Limit Breaks as well. Its effect lasts 6.6 seconds. The affected character is shrouded in yellow hues. Aura also cures the negative status Curse.
Used as junctioning magic, Aura will highly increase the Luck stat and can be junctioned to status defense to make a character immune to Curse. Aura is a very rare magic: the only enemy to carry Aura for drawing is Seifer. Otherwise, Aura must be refined from items, or drawn from draw points, such as on the Island Closest to Heaven and Island Closest to Hell.
Aura can be used on or by opponents, which causes their strength to temporarily increase and may allow them to use new abilities. For example, Aura allows the aerial monster Thrustaevis to use its Wind Blast attack, the mechanical monster GIM52A to use the Blue Magic Ray-Bomb and allows Raijin to use Raijin Special.
Aura is Amarant's Flair ability that grants Regen and Auto-Life. It can be learned by equipping the Scissor Fangs or Duel Claws. It takes 25 AP to learn and 12 MP to cast. When Amarant is in Trance, Flair changes into Elan and all Flair skills affect all targets in a group, either enemies or allies.
Embrava is a white magic and enhancing magic aligned with the light element exclusive to Scholars of level 5 and higher under the effect of Tabula Rasa. The spell takes 20% of one's maximum MP to cast, targets a single player, and lasts for 5 minutes, although Strategems are commonly used to reduce this cost, extend this duration, and target an entire party at a time.
While the precise magnitude of the effect is dependent on the Scholar's Enhancing Magic skill, at the present time the effect gives a substantial Haste, Regen, and Regain effects. Because this effect is its own separate status, it stacks with the Haste and Regen spells.
There's no gettin' off this train we on 'till we reach the end of the line.
The development team has announced plans to nerf the spell to de-emphasize "zerg tactics" in favor of a more balanced approach. The rebalanced spell will provide Refresh effects in place of Regain and have a duration of only 1 minute.
Aura is an ability exclusive to Lightning in Conjurer role available in special downloadable content episode, "Requiem of the Goddess". It removes all buffs and casts Bravery, Faith, and Haste for 5 ATB. It is learned at level 5.
Enhances aura to bestow auto-life and auto-regen.
Aura is a Defender ability that grants Regen and Auto-Life, and is learned for 300 AP from the Lohengrin.
Aura appears a White Magic spell and costs 2 AP to cast. When the spell is used it increases all status levels by 10%. The spell can be given to any character by having a Aura Tome in the character's inventory. The spell can be purchased for 2,500 gil in Spelvia after darkness floods the world.
Reduces physical damage received and increases ATK for a single ally.
Aura is a Fusion Ability that raises party's attack power. It is exclusive to the Warriors of Light and cost 16 MP to cast. Aura requires the character to have White Mage's Protect and Bard's Power Song mastered.
A different type of Aura is also available in story mode. It fills the EX Gauge by 50% at the start of the next battle.
You've awakened the genius!
Laguna Loire when activating EX Mode
Bahamut can cast Aura on the party, but with modified effect. The manual version raises Bravery by increments of 99, while the automatic version raises it by 66. However, Bahamut's effect duration is shorter than before.
Gallery[edit | edit source]
Etymology[edit | edit source]
aura is a field of subtle, luminous radiation surrounding a person or object (like the halo or aureola in religious art). The depiction of such an aura often connotes a person of particular power or holiness.In parapsychology and many forms of spiritual practice, an