I couldn't finish 'em. Looks like this's gonna get complicated.
Item magic is an alternative to the main spell-casting methods in the Final Fantasy series. Item magic is cast by using certain weapons or armor pieces from the Item menu during battle, and the spells are usually weaker than their Magic command counterparts where spells have a fixed spell power. No matter how powerful the player's characters become, the item magic spells usually will not increase their potency. From time to time, unique spells are created just for item magic, such as Magic Arrow.
Item magic does not cost MP, and items can be used endlessly in some games, while in others they are consumed. Different games have specific rules dealing with item magic, such as whether the spells are reflectable or not. The most common weapon to cast spells are rods and staves. Sometimes, other equipment pieces have spells as well, including armor. Recurring weapons that can cast magic during battle when selected are Defender, casting Protect, and Stardust Rod, casting Comet.
Item magic does not consume MP or spell charges, being used from equipment pieces from the player's inventory. It does not matter if the equipment piece is equipped on the character. When the player selects it from the Item menu during battle, the weapon casts its spell on the target(s). Each item cannot be used by more than one character per turn.
Spells used via equipment target all enemies. One exception exists in the NES version, where the Wizard's Staff targets a random enemy or ally, or potentially an invalid target due to the Wizard Staff bug.
|Wild Rose||Sword||Berserk XVI|
|Mage's Staff||Staff||Thunder V|
|Wizard's Staff||Staff||Scourge XVI|
|Stardust Rod||Staff||Fire XVI|
|Rune Axe||Axe||Fog III|
|Thunder Spear||Spear||Thunder XVI|
|Holy Lance||Spear||Holy VIII|
|Yoichi's Bow||Bow||Berserk III|
|Save the Queen||Sword||Reflect|
Item magic is cast from the Item menu during battle. Weapons must be equipped to use the magic associated with them and these spells do not cost MP. Item magic can be reflected if the spell cast is normally reflectable, and can only be cast on a single target unless the spell is otherwise multi-target only. Item magic's spell names are hidden when the player uses the item; the name used is that of the name of the item which overrides whatever spell name it is using. Item magic can still be used even if the user is affected by the Silence status.
In the 3D remake versions, item magic's power increases and decreases with the modification of the Spirit and Intelligence stats. The spells are classified into either White or Black Magic. Heal, Basuna, and Poisona are considered White Magic, while Mage Arrows/Magic Arrow and Dancing Dagger are Black Magic.
Item magic returns, their effects and spell powers remaining the same.
Item magic returns, their effects and spell powers remaining the same as its predecessors. New item magic was introduced along with new weapons.
During a battle, entering the Item menu and pressing from the top row will show the weapon and shield the character has equipped. Selecting the weapon in this menu that has an associated item magic will cast a spell. The elemental rods and the Staff of Light are consumed if used to cast a spell, while the other items are not. Item magic is affected by reflect.
|Flame Rod||Rod||Firaga on all enemies|
|Frost Rod||Rod||Blizzaga on all enemies|
|Thunder Rod||Rod||Thundaga on all enemies|
|Poison Rod||Rod||Bio on all enemies|
|Staff of Light||Staff||Holy|
- In the now defunct mobile and Steam versions, Defender no longer casts Protect
Item magic appears as consumable equipment. The spell cast uses the user's Magic to calculate damage, and ignores magic defense, magic evasion, as well as the reflect status, and does not remove invisible due to being treated as an item when used. Item magic is vulnerable to Runic. Enemies can also use these items as they are compatible in their AI scripts, but the final product never made use of it.
Equippable items can be usable for effect. This is referred to as an Enchantment (エンチャント, Enchanto?, lit. enchant). Enchanted items have a maximum number of charges, a current number of charges remaining, a time that the item must be equipped before the enchantment is available, and a cooldown timer, all of which are viewable in the item's description. If an item has a charge maximum of 1, that single charge will renew at the end of the cooldown period, and thus, such items are reusable infinitely. But other enchanted items will become permanently depleted when out of charges, causing the enchantment text in the items description to turn red; there is usually no way to recharge such items, although their base equipment properties such as Defense still function. Light blue enchantment text indicates that the item has been equipped the requisite time and is now ready to use. Enchantment text is white like other item text otherwise.
Enchanted items can allow players to use spells and even job abilities inaccessible to their current job. For example, Poseidon's Ring lets the player cast the Water Elemental summon, and the Reviler's Helm lets the player use Provoke. However, there are also a great many item magics that are only accessible through items. The most common types are teleports, usually to some fixed location, and costume items, which bestow a Costume status effect which changes the user's appearance. Some items whose Enchantment bestows a status effect will remove that status instantly if unequipped, others will not; there is no indication in the item description which of these is the case.
Related to enchanted items are dispensing items (ストック, Sutokku?, lit. stock). When used, these add another item to the player's inventory. These are mostly a way to save inventory slots. For example, the item Elixir Tank, which equipped on the back, has four charges and dispense Elixirs; it is synthesized from Sheep Leather, a Brass Tank, and four Elixirs. Dispensing items otherwise share the same mechanics as enchanted items, including renewing their single charge automatically if they only have a maximum charge of 1 (naturally such renewing dispensing items don't dispense items of any significant sale value).
Both types of items share the characteristic that they can't be put on the Auction House if any charges have been used. Furthermore, there are a number of storage NPCs who exist to help the player save inventory space who will trade some sort of claim slip (possibly as a Key item, which don't take slots in the character's normal inventory) in exchange for certain specific items traded to them by the player; when retrieving an enchanting or dispensing item from such an NPC, the dispensing cooldown timer is set to its maximum.
Item magic is cast by using specific equipment from the Item menu during battle. The item must be unequipped. These items can be used endlessly, and can even be used by multiple characters in the same round. Item magic can miss and also count as a mighty blow. Item magic can only target a single enemy.
They do damage based on the spell power and the user's Magic. The item's spell power is the same as the SP of the attack magic they cast. All classes use item magic with equal skill.
|Zeus Mace||Staff||Divine Shot|