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Bar-Spells are recurring sets of defensive status effects 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.

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Appearances

Final Fantasy XI

Template:Sideicon 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.

Elemental Bar Spells
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.

Status effect Bar Spells
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

Template:Sideicon There 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 (3rd tier of her Synergist branch)
Barfrost Increases resistance to ice-elemental damage. Sazh 7
Hope 7
Vanille 7 (3rd tier of her Synergist branch)
Barthunder Increases resistance to lightning-elemental damage. Sazh 8
Hope 5
Vanille 7 (4th tier of her Synergist branch)
Barwater Increases resistance to water-elemental damage. Sazh 8
Hope 5
Vanille 7 (4th tier of her Synergist branch)

Final Fantasy Dimensions

Template:Sideicon The Seer job specializes in Bar-Spells called Res. Element. As the job's level rises, more Bar-Spells are available: 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 Barlight (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.

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.

Trivia

  • The spell Bleed is known as "Barheal" in Japan.
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