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− | '''Bar-Spells''' are recurring sets of defensive [[Status Effect|buffs]] in ''[[Final Fantasy (Series)|Final Fantasy]]'' series. As opposed to [[Nul-Spell |
+ | '''Bar-Spells''' are recurring sets of defensive [[Status Effect|buffs]] in ''[[Final Fantasy (Series)|Final Fantasy]]'' series. As opposed to [[Nul-Spell]]s which completely nullifies certain type damage, Bar-spells only reduce certain type damage, or increase resistance to certain [[Status Effect|status ailments]]. |
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{{See Also|En-Spell|Nul-Spell}} |
{{See Also|En-Spell|Nul-Spell}} |
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==Appearances== |
==Appearances== |
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===''[[Final Fantasy XI]]''=== |
===''[[Final Fantasy XI]]''=== |
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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]]. |
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]]. |
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====Elemental Bar Spells==== |
====Elemental Bar Spells==== |
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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. |
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. |
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====Status Effect Bar Spells==== |
====Status Effect Bar Spells==== |
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These bar spells reduce the durations 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. |
These bar spells reduce the durations 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. |
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===''[[Final Fantasy XIII]]''=== |
===''[[Final Fantasy XIII]]''=== |
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In ''Final Fantasy XIII'', there exist only four elemental Bar-Spells despite the fact that game uses six elements. All of them cost 2 ATB gauge segments. All four Bar-spells have a basic duration of 90 seconds. |
In ''Final Fantasy XIII'', there exist only four elemental Bar-Spells despite the fact that game uses six elements. All of them cost 2 ATB gauge segments. All four Bar-spells have a basic duration of 90 seconds. |
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{|class="table" style="text-align:center" width="575px" |
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!class="FFXIIIa"|Ability |
!class="FFXIIIa"|Ability |
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{{White Magic}} |
{{White Magic}} |
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{{FFXIII Abilities}} |
{{FFXIII Abilities}} |
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[[Category:White Magic]] |
[[Category:White Magic]] |
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[[Category:Final Fantasy XI Spells| ]] |
[[Category:Final Fantasy XI Spells| ]] |
Revision as of 19:53, 5 October 2013
Template:Sideicon Template:Sideicon Bar-Spells are recurring sets of defensive buffs in Final Fantasy series. As opposed to Nul-Spells which completely nullifies certain type damage, Bar-spells only reduce certain type damage, or increase resistance to certain status ailments.
Template:See Also
Appearances
Final Fantasy XI
Bar-Spells are defensive White Magic enchantments in Final Fantasy XI. Each is prefixed by "bar-", draws from the Enhancing Magic skill of its caster, and offers protection against either an element or a 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.
Elemental Bar Spells | |||
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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 durations 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.
Status Effect Bar Spells | |||
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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 XIII
In Final Fantasy XIII, there exist only four elemental Bar-Spells despite the fact that game uses six elements. All of them cost 2 ATB gauge segments. All four Bar-spells have a basic duration of 90 seconds.
Ability | Effects | Character | Crystarium Stage |
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Barfire | Increases resistance to fire-elemental damage. | Sazh | 7 |
Hope | 7 | ||
Vanille | 7 Located on third (3rd) tier of her Synergist branch.) | ||
Barfrost | Increases resistance to ice-elemental damage. | Sazh | 7 |
Hope | 7 | ||
Vanille | 7 Located on third (3rd) tier of her Synergist branch.) | ||
Barthunder | Increases resistance to lightning-elemental damage. | Sazh | 8 |
Hope | 5 | ||
Vanille | 7 Located on fourth (4th) tier of her Synergist branch.) | ||
Barwater | Increases resistance to water-elemental damage. | Sazh | 8 |
Hope | 5 | ||
Vanille | 7 Located on fourth (4th) tier of her Synergist branch.) |
Final Fantasy Dimensions
The Seer job specializes in Bar-Spells called Res. Element in the game. As the job's level raises, more Bar-Spells are available for the Seer: Barfire at Job Level 3, Barfrost at Job Level 4, Barthunder at Job Level 5, Baraero at Job Level 7, Barstone at Job Level 12, Barwater at Job Level 14, and Barlight at Job Level 16.
Ability | Job Level | AP Needed | MP | Slots | Description |
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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. |
Template:White Magic Template:FFXIII Abilities