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Rikku NulAll

Rikku uses NulAll in Final Fantasy X.

Bar-Spells (バ系, Ba Kei?, lit. Bar System), also known as Nul-Spells or Dampens, are recurring sets of defensive magic and status effects in Final Fantasy series.

The effects traditionally increase the resistances to certain elemental or status ailments, or completely nullify elemental damage in certain titles. In rarer cases, Bar-spells have also acted as status ailments, commonly preventing player parties from restoring their unit's health.

Appearances[]

Final Fantasy[]

NulBlaze, NulShock, and NulFrost are White Magic spells that reduce incoming elemental damage, along with NulDeath and NulAll. They can be also be cast by the items Red Curtain, White Curtain, Blue Curtain, Lunar Curtain, and Light Curtain respectively.

Final Fantasy X[]

NulBlaze, NulShock, NulFrost, and NulTide appear as White Magic spells. Each are located in Yuna's section of the Sphere Grid. NulAll can be accessed by Sandy of the Magus Sisters and be generated via Rikku's Mix Overdrive, along with its party-wide variants: Mega NulAll, Hyper NulAll, and Ultra NulAll.

Final Fantasy XI[]

Bar-Spells are defensive White Magic enchantments. Each is prefixed by "bar-", draws from the Enhancing Magic skill of its caster, and offers protection against either an element or status effect. White Mages wield bar spells that affect entire parties while Red Mages learn incantations that target only themselves. This does not indicate that Red Mages are entirely inferior in this regard, however, as their naturally higher enhancing skill offers them stronger and longer-lasting barriers at lower levels.

White Mages may strengthen their bar spells by spending Merit Points on the appropriately named "Bar Spell Effect" merit. As with other self-buffing magics, the duration of bar spells can be tripled by a Red Mage's Composure.

Elemental Bar Spells[]

These bar spells increase resistance to a particular element. Higher resistance improves the chance that incoming magic will be avoided and reduces the impact of elemental attacks to a half, quarter, eighth, or sixteenth of their original power. White Mages may further boost the magical defense these spells offer by using Afflatus Solace or equipping a variety of class-specific items. Only one elemental bar spell may be active on a character at a time.

Self-Target Group-Target Level Description
Barstone Barstonra 5 Increases resistance to Earth.
Barwater Barwatera 9 Increases resistance to Water.
Baraero Baraera 13 Increases resistance to Wind.
Barfire Barfira 17 Increases resistance to Fire.
Barblizzard Barblizzara 21 Increases resistance to Ice.
Barthunder Barthundra 25 Increases resistance to Lightning.


Status effect Bar Spells[]

These bar spells reduce the duration of the associated status effects. They do not increase the chance of avoiding the attack that inflicts the ailment, however. Only one status effect bar spell may be active on a character at a time.

Self-Target Group-Target Level Description
Barsleep Barsleepra 7 Reduces the duration of sleep.
Barpoison Barpoisonra 10 Reduces the duration of poison.
Barparalyze Barparalyzra 12 Reduces the duration of paralysis.
Barblind Barblindra 18 Reduces the duration of blindness.
Barsilence Barsilencera 23 Reduces the duration of silence.
Barvirus Barvira 39 Reduces the durations of disease and plague.
Barpetrify Barpetra 43 Reduces the duration of petrification.
Baramnesia Baramnesra 78 Reduces the duration of amnesia.


Final Fantasy XII[]

In the Japanese release of the game, the Bleed and Disease spells are known as Barheal (バヒール, Bahīru?) and Barcure (バケアル, Bakearu?) respectively. Bleed inflicts the Sap status, while Disease inflicts the Virus status.

In addition, the Greater Barrier and Magick Barrier enemy abilities are known as Barall (バオル, Baoru?) and Barmagic (バマジク, Barmagic?), sharing the same Japanese names as the NulAll and NulDeath spells from the original Final Fantasy. Greater Barrier grants Protect and Shell statuses and reduces damage by 1/3, while Magic Barrier grants the Anti-Magick augment, preventing magic damage for two minutes.

Final Fantasy XIII[]

There are four elemental Bar-Spells and each cost 2 ATB gauge segments. All four Bar-spells have a basic duration of 90 seconds. Only one Bar-spell can be bestowed on a character at a time.

Ability Effects Character Crystarium Stage
Barfire Increases resistance to fire-elemental damage. Sazh 7
Hope 7
Vanille 7[note 1]
Barfrost Increases resistance to ice-elemental damage. Sazh 7
Hope 7
Vanille 7[note 1]
Barthunder Increases resistance to lightning-elemental damage. Sazh 8
Hope 5
Vanille 7[note 2]
Barwater Increases resistance to water-elemental damage. Sazh 8
Hope 5
Vanille 7[note 2]
  1. 1.0 1.1 3rd tier of Synergist branch
  2. 2.0 2.1 4th tier of Synergist branch

Final Fantasy Dimensions[]

The Seer job specializes in Bar-Spells called Res. Element. As the job's level rises, more Bar-Spells are available: Barlight (job level 2), Barfire (job level 3), Barfrost (job level 4), Barthunder (job level 5), Baraero (job level 7), Barstone (job level 12), Barwater (job level 14), and Bardark (job level 16).

Ability Job Level AP Needed MP Slots Description
Barlight 28 0 Enchant all allies' defenses against light.
Barfire 3 60 24 Enchant all allies' defenses against fire.
Barblizzard 4 80 24 Enchant all allies' defenses against ice.
Barthunder 5 100 24 Enchant all allies' defenses against thunder.
Baraero 7 140 24 Enchant all allies' defenses against wind.
Barstone 12 250 24 Enchant all allies' defenses against earth.
Barwater 14 340 24 Enchant all allies' defenses against water.
Bardark 16 470 28 Enchant all allies' defenses against darkness.

Final Fantasy Record Keeper[]

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Final Fantasy Brave Exvius[]

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Etymology[]

A spell, charm or hex is a set of words, spoken or unspoken, which are considered by its user to invoke some magical effect. Historical attestations exist for the use of some variety of incantations in many cultures around the world.

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