Elemental infusion, also called En-Spell, is a recurring form of character enhancement in the Final Fantasy series. These abilities bestow corresponding status effects that supplement a combatant's physical attacks with additional elemental damage. A fire-aligned spell, for example, may add a burning effect to the cuts of a sword. This creates the possibility of exploiting an enemy's magical weakness without casting traditional direct-damage spells. Sometimes items infuse a character with elemental power.
Appearances[edit | edit source]
The player can infuse a party member's weapon with an element with the Materia system. Players can customize the weapons' elemental properties with the Elemental Materia. When linked to another Materia, the party member's physical attacks become of the linked Materia's element. Hidden element exists but has no effect on a weapon.
The player can infuse a party member's weapon with an element by pairing the Elemental Materia with an elemental Magic Materia in their weapon. The higher level the elemental materia is, the more elemental damage each weapon strike incurs onto the target. The character's weapon also visually gains the glow of the infused element.
Sephiroth as the final boss will use elemental infusion at the third phase of his boss fight, changing his fighting style and bestowing upon him a different spell with each infusion. All infusions carry the same benefit of absorbing a spell of the same element he infuses himself with and enhancing his own elemental spell.
- Fire Infusion grants him Flamewall, which creates a long wall of fire that deals damage if touched, and makes Sephiroth attack aggressively.
- Ice Infusion grants Sephiroth Frostpike, summoning multiple chunks of ice that if not defeated explode. Frostpike makes him focus on ranged attacks.
- Wind Infusion grants Windmail, which causes his sword strikes to be accompanied by numerous secondary strikes that while dealing small damage, can prove devastating combined. Wind Infusion alters his fighting style to a mostly close-quarters combat, though he still uses Aeroga, which gains homing capabilities and lasts longer.
- Lightning Infusion grants him Thunderstorm, which summons multiple lightning bolts, and multiplies his Thundaga. During Lightning Infusion Sephiroth favors chaining long-range energy slashes alongside thunder strikes.
Should Sephiroth be able to use all infusions unstopped, he will use a dark infusion that doesn't grant him the elemental spells, but retains the absorption of all elements and gains the ability to cast the ga-level spells without charging, as well as Shadow Flare.
Elem-Atk-J is a junction ability that lets the player junction magic to a player character's physical attack. Their physical attack can thus become one of the game's eight elements, depending on what magic the player junctions.
Enspells are a type of White Magic available to Red Mages, Paladins, and Dark Knights. Each spell grants a status effect for three minutes. During this time a character's physical attacks may do additional elemental damage based on the spell used. This bonus overrides any that might naturally exist on the equipped weapon and may be further modified by alignment with local weather and the day of the week. Only one enspell effect may be active on a character at a time.
Red Mages boast two tiers of enspells that are aligned with the six standard elements: earth, lightning, water, fire, ice, and Wind. The damage dealt is dependent upon the caster's Enhancing Magic skill versus the enemy's magical defense and elemental resistance.
For example, an earth-aligned elemental would take very little or no damage from Enstone, its native element, or Enthunder, the element against which stone is strong. It would instead be vulnerable to Enaero, the element against which stone is weak, and take normal damage from the remaining enspells.
The second tier of Red Mage enspells offers additional properties. Successive hits deal slightly greater damage and the enemy loses resistance to the element which is ascendant against the enchantment's. A Goblin struck by Enblizzard II is therefore less likely to avoid a subsequent casting of Fire.
High level Paladins receive Enlight, a light elemental version of the Red Mage's enspells. Damage dealt is based on the caster's Divine Magic skill and decreases with each impact. The character also enjoys increased accuracy while under its effect.
Dark Knights, on the other hand, learn Endark. This draws on their Dark Magic skill to increase attack power in addition to dealing dark-elemental damage with each strike. Endark's effect grows slightly weaker with each attack and is automatically removed when its bonus damage reaches zero.
Beyond the standard magics, there are a number of enchanted items that can grant enspell status to their bearers. Furthermore, although Summoners themselves do not learn enspells, the effects of Enthunder and Enfire can be bestowed on a party by means of Ramuh and Ifrit's Blood Pacts.
The White Mage spell Auspice, while mechanically different, is counted as a member of the enspell family. Under the influence of Afflatus Misery, it adds light elemental damage to the mage's attacks and increases accuracy after a miss. It also reduces the Tactical Points given to enemies when they are struck. Though this last boon can be shared with party members, doing so will remove lower level enspells and fail to affect characters with more advanced versions. Auspice and enspells are therefore mutually exclusive.
Kam'lanaut, who is a Red Mage with abilities beyond those of players, has six special abilities (Earth Blade, Fire Blade, Frost Blade, Lightning Blade, Water Blade, Wind Blade) that each bestow upon him one of the Red Mage's six possible Enspell effects, plus they cause him to absorb damage of that element as well.
Enspell is a family of augmenting Synergist abilities that bestow an ally with a respective status effect; they are available to Lightning, Sazh, and Hope through different levels. Enspells include Enfire, Enfrost, Enthunder, and Enwater. It causes all non-elemental attacks to take on the corresponding element for the duration, except for Full ATB skills (aside from Death), most Eidolon abilities, and some special attacks like Smite. If an enemy with an elemental affinity of Halved, Resistant, Immune, or Absorbed is attacked with the matching Enspell, the status will be dispelled.
Ravager abilities that match the element of an Enspell will deal x1.3 damage. When a Ravager under an Enspell uses a Strike of the same element, the animation for the corresponding -ra spell will be displayed. For instance, using Flamestrike with Enfire will display Fira. This effect is merely cosmetic.
Enspell is usually used to allow Commandos to take advantage of an enemy's elemental weakness, though it also benefits Ravagers, Saboteurs, and Sentinels in the same way. An Enspelled Commando deals more damage than a Strike from a Ravager, due to the Commando's role bonus (53% - 92% more damage depending on the Commando role level, assuming equal Strength). This benefit and the elemental bonus are curtailed somewhat in short battles, where the time taken to cast the Enspell and shift paradigms lengthens the battle time. Due to their long duration, Enspells are particularly valuable in long battles against enemies that are weak to one of the four aforementioned elements.
Enspell is a family of augmenting Synergist abilities that bestow an ally with a respective status effect; they are available to several recruitable monster Synergists. Some Feral Links may also bestow these statuses. Enspells include Enfire, Enfrost, Enthunder, and Enaero, which replaces Enwater.
Lightning can consume potions that bestow Enfire, Enfrost, Enthunder, or Enaero to imbue her attacks with elemental power. She can also equip accessories to bestow the same buffs at the start of battle. Enspells will strengthen magic abilities of the same element by 30%, and physical abilities by 60%. Enspells will be removed when attacking something with an elemental resistance of 70% or lower.
Boost Element is the skillset of the Magus class, which can be used by any other class by learning the ability for 30 AP and having two slots available. It enables the user to grant elemental properties to the party's physical attacks.
|Ability||Job Level||AP Needed||MP||Description|
|Endark||2||30||22||Enchant all allies' attacks with the power of darkness.|
|Enfire||3||60||18||Enchant all allies' attacks with the power of fire.|
|Enblizzard||4||80||18||Enchant all allies' attacks with the power of ice.|
|Enthunder||5||100||18||Enchant all allies' attacks with the power of lightning.|
|Enaero||7||140||18||Enchant all allies' attacks with the power of wind.|
|Enstone||12||250||18||Enchant all allies' attacks with the power of earth.|
|Enwater||14||340||18||Enchant all allies' attacks with the power of water.|
|Enlight||16||470||22||Enchant all allies' attacks with the power of light.|
Many Soul Breaks may infuse the user with elemental properties. Characters infused with elemental power have an aura of the element surrounding them, and have the following effects:
- Attacks and abilities of the infused element do 50% more damage, while Soul Breaks do 80% more damage.
- The Attack command becomes an elemental attack of the infused element.
- Elemental resistance to the infused element is increased by 20%.
Certain Soul Breaks grant Empowered Infusion, a type of elemental infusion that stacks up to three times.
Etymology[edit | edit source]
Classical elements typically refer to ancient concepts similar to the modern states of matter: earth (solid), water (liquid), air (gas) and fire (plasma). Classical elements are the simplest form of existence, of everything in existence. Many philosophies and worldviews believe in classical elements.
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.A