Magic (まほう, Mahō?), also known as Spell, is a recurring command in the series that usually appears in every battle event. When selected, a menu will appear, listing all usable magic spells. Magic is commonly cast by expending MP.
When a player character is afflicted with the Silence status effect, the Magic command is inaccessible. Certain titles in the series also disable the Magic command when a player enters certain boss battles.
An upgrade to the Magic command is the Dualcast, which allows a character to cast two spells at once.
Magic has two categories; White and Black. Low level White Magic is usable by Knight, and Red Mage/Wizard, the higher levels being restricted to White Mage/Wizard. Low level Black Magic is usable by Ninja and Red Mage/Wizard, the higher levels being restricted to Black Mage/Wizard. Magic must be bought in shops before it can be used.
There are 40 spells for each category; 20 White and 20 Black. Anyone can learn any spell and is not based on class. When the player teaches a character a new spell it starts at level 1 and rises in level the more it is used in battle. The max level a spell can be raised to is level 16.
A trick to raise spells quickly is to get in battle with a weak enemy and cast the spells one wants to raise 100 times, as doing this will ensure the spell will rise a level. There is also a target-cancel bug in some versions that lets the player level up their spells by repeatedly selecting and cancelling the Magic command.
In iOS version, the "Magic Command" can cast a spell on a single target or on an entire group. When choosing who to cast the spell on the player must double-tap a target to select them. To select the entire group (of enemies or player party) the player must feather swipe from the bottom right to the top left of the group. This means a quick motion that starts and ends with the finger in the air.
Magic is divided into six categories, which include White Magic, Black Magic, Summon Magic ("Call" on the SNES), Twincast, and a special type of offensive and support magic used by Edge known as Ninjutsu ("Ninja" on the SNES). Item magic is an alternative to the other types of magic that includes new spells along with existing spells found within the five other types of magic. Eight of the twelve playable characters that can use magic (Kain, Edward, Yang, and Cid cannot use magic) gain magic spells at pre-programmed experience levels or fixed story events. Recall is another type of magic that casts forgotten spells of Tellah.
In the 3D versions, Dualcast is an Augment ability compatible with all forms of magic. There is also a special kind of ability called Twincast (Twin in other versions) used by Palom and Porom. Twincast uses spell that are not present in all other types of Magic.
Magic is divided in categories: White Magic, Black Magic, Summon Magic, Red Magic, Time Magic, Blue Magic, Spellblade, Gaia, Predict and Dark Arts. A character learns the ability to use a type of magic after learning it by using its corresponding job: White Mage learns White Magic, etc.
Individual spells have levels, and to use the best level spells outside the job the character must advance their job first. Once learned, the player can assign the magic commands to other jobs as well, such as giving a Knight the Time Magic command. However, if the player hasn't advanced far in the Time Mage job first, the Knight will only be able to cast low level Time Magic. When in the corresponding job, even a level 1 Time Mage can cast all of the Time Magic spells.
Most spells are purchased at shops, though the new category, Blue Magic, is learned from enemies. The Red Mage learns Dualcast, which lets the character cast two spells at once. Dualcast works with most types of magic, even Summon Magic, the only exception being Blue Magic. However, the magic types must still be equipped to be used with Dualcast. Because it is a form of Red Magic, Dualcast on its own gives access to the first three levels of White and Black Magic spells without the character having any other magic types equipped.
Some spells have been programmed to always hit their target, while others are programmed to always hit allies, such as curative spells.
- $ Spell Hit\% = Spell Hit\% + Attacker Level - Target Level $
- $ Evade\% = Target Magic Evade\% $
If the spell is multi-targeted the Spell Hit% is halved. Spells that are naturally multi-target do not suffer the penalty. If the target has Shell, the Spell Hit% is also halved, and if the target is a Toad its Evade % is reduced to 0.
The game generates two random numbers between 0 and 99.
- If N1 >= Hit%, the spell misses
- If N2 < Evade%, the spell misses
Magic attacks' parameters are calculated as follows:
- $ Attack = Spell Attack + (0..(Spell Attack/8)) $
- $ M = (Level*Magic Power)/256 + 4 $
- $ Defense = Magic Defense $
If the target absorbs the attacking element it is healed instead of damaged and if it has elemental immunity, the attack misses. If the target is resistant against the attacking element the Attack modifier in the above formula is halved, and if it is weak against the element, the Attack modifier is doubled and the attack ignores the target's Magic Defense.
- $ Damage = (Attack - Defense) * M $
Damage is capped at 9999.
Curative spells also use the above parameters, but ignore Magic Defense. In case of curative magic, the "Damage" from the formula is converted into HP onto the target, unless the target is undead, when it is damaged by that amount instead.
The Magic command is initially only available to Terra and Celes. After the party acquires their first espers, every playable character, except for Umaro and Gogo, can learn magic by equipping espers. Gogo can still use the Magic command by mimicking other party members. Dualcast can be used if a character is equipped with the Soul of Thamasa relic; the only drawback is that the character cannot summon the esper he or she currently has equipped.
The Magic command is available to anyone equipped with Magic Materia, and enough MP to cast at least one of the spells they know—for example, if a character knows a spell using 30 MP, and only has 20 MP, the Magic command is disabled. The Magic command can be changed to W-Magic with the Command Materia of same name. By linking Magic Materia with Support Materia the player can get different results when using the command, such as using a spell that is linked to an All Materia will result in the spell hitting all targets.
The formula for magic damage is as follows:
- $ Base Magic Damage = 6 * [Level + Magic] $
Magic can be used when the appropriate key is pressed with appropriate equipment equipped. There are three varieties of Magic Materia that grant spells. Further equipment increase the level of spell, which makes them more effective for a greater MP cost.
Though the spells are named after historically elemental spells, there is no element system and the spells function differently in regards to behavior, area of effect, damage, and MP cost.
There is no Magic command, but Zack can use magic in battle by equipping Magic Materia and expending MP to cast it. Abilities are not divided in skillsets, but different attacks/spells become available depending on which Materia Zack has equipped.
Magic is a junction ability every Guardian Force has already mastered. It may be removed using the item Amnesia Greens, and later re-added using the Magic Scroll item bought from Pet Shops in Timber or Esthar City. To use the command, the player must acquire some spells by drawing them from enemies and draw points, or by refining from items. The game uses no MP and instead spells are stocked and used up individually. A total of thirty-two different spells can be stocked on a given character.
Magic is not as powerful when used via Magic command, but is more useful for junctioning to stats. Selphie's and Rinoa's Limit Breaks use the same magic as from the Magic command, but Selphie can cast multiple spells at once via Slots and Rinoa's Angel Wing spells are four times as powerful as normal spells.
Magic is divided into three categories: Black Magic, White Magic and Blue Magic. Vivi has Black Magic, and Dagger and Eiko, as well as the temporary character Beatrix, have White Magic, whereas Quina learns Blue Magic. When Steiner and Vivi are in the active party they can combine their powers in Sword Magic techniques.
In the Japanese version, the SFX command is called "Magic" (まほう, Mahō?) in hiragana (other magic commands use kanji, i.e. 魔法?). The abilities in this skillset are not actually flagged as magic, and always inflict 0 damage.
Formula for Magic:
- $ Base = Spell Power - Mag Def $
- $ Bonus = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1) $
- $ Damage = Base * Bonus $
Anyone who has learned either a White or Black Magic spell via the Sphere Grid has the appropriate command added to their Command Menu to use the spell in battle. Most Black Magic is located on Lulu's path on the Sphere Grid, and most White Magic is located on Yuna's path, although Tidus learns spells that manipulate the turn order.
The formula for determining how much damage a Magic spell will do is as follows:
- $ Damage = Spell Power * ((Magic ^ 2 / 6) + Spell Power) / 4 $
The formula for determining how much a spell will heal for is as follows:
- $ Healing = Spell Power * (Magic + Spell Power) / 2 $
Magic can also be taught to aeons.
What commands a character has depends on which dressphere she is wearing and which Garment Grid she is equipping. Black Mage and White Mage learn the Black and White Magic commands, respectively, and learn more spells by leveling up their individual dressphere.
Certain spells, such as Holy, can only be acquired through certain Garment Grids. It is also possible to use magic outside of their originating dressphere. For example: Equipping the accessory Black Lore allows the use of Black Magic spells learned as a Black Mage.
Blue Bullet is the equivalent of Blue Magic. The Arcana skillset casts status ailments and is associated with the Dark Knight dressphere.
All magic falls under a certain skill category: White Magic and Black Magic both include Enhancing Magic and Enfeebling Magic. Black Magic also includes Elemental Magic and Dark Magic, and White Magic also includes Divine Magic and Healing Magic.
All Blue Magic is attributed to the Blue Magic skill, all Ninjutsu is under the Ninjutsu skill category, and all summoning spells are under the Summoning Magic skill category. Bard songs are broken down into three magic skill types: Singing, String Instrument, and Wind Instrument. Geomancy is attributed to Geomancy and Handbell skills.
An eighth category known as Trust Magic also exists but is executed from its own command in the menu. It allows players to summon NPC allies to fight alongside them, and are only affected by a player's level.
Magicks and Technicks command opens a submenu listing the types of magick spells or Technicks the player has obtained on the License Board. Individual spells must be purchased in shops/found in treasures before they can be used. Anyone can use any spell after acquiring its license, but in the Zodiac versions, only certain jobs learn magick, such as Black Mage and White Mage. Many spells were switched to different skillsets in this version as well.
Every spell has the same Charge Time, but with the battle mode set to "Wait" no other action can take place while a spell animation is happening, thus using spells with longer animations slows the party down. Even if the battle mode is set to "Active", how many spells can happen at the same time is determined by the effect capacity; when the capacity is full, other spells must "wait for their turn" to be executed. The most powerful spells hog the whole capacity, so only one such spell can be cast at any one time. The Effect Capacity mechanic is no longer in place in The Zodiac Age versions (as the game is no longer being held back by the technical limitations of the PlayStation 2).
The formula for damage is:
- $ DMG = [POW x RANDOM(1~1.125) - MDEF] x [2 + MAG x (Lv+MAG)/256)] $
The formula for healing is:
- $ HEAL = POW x RANDOM(1~1.125) x [2 + MAG x (Lv+MAG)/256)] $
Healing does not consider the target's magick defense and the same formula applies when healing magicks are targeted to enemy creatures, such as the undead. The Syphon spell also applies the heal formula, which ignores enemy magick defense.
The damage inflicted with magick is further affected by the character's status (Faith boosts magick power), what augments they have purchased on the License Board, the elemental affinity of their equipment and the enemies' possible elemental weaknesses, as well as the weather and terrain. Some Espers can also use magick. After using a magick spell, there is a small delay until the caster's ATB bar starts to refilln, which can compound during boss battles. The Zodiac versions' removal of the damage limit makes using magick more useful overall.
Magic isn't a separate command, but every individual spell is its own command. New magick is unlocked by reaching pre-programmed level caps. Kytes learns offensive magick, such as Thundaga and Flare, and Penelo learns healing magick such as Curaga and Esuna, and the one damage-dealing spell, Holy.
The characters don't have a separate Magic command, but all abilities are listed under the same command, called Abilities. What magic a character can cast in battle depends on their current role and how far they have developed in their Crystarium. Everybody's Crystarium development is unique, and one character never learns every skill.
Commando learns only the non-elemental magic spells Ruin and Ruinga. Ravager learns elemental magic, such as Fire and Blizzard. Medic learns healing magic, such as Cure and Esuna. Synergist learns enhancing magic, such as Protect and Haste. Saboteur learns debilitating magic, such as Slow and Poison. The only role that has no magic is Sentinel.
The game has no MP. Magic can't be used outside of battle, and the party is healed after every battle. Spell "cost" is measured in ATB segments; low level spells take one ATB segment to execute, whereas powerful spells takes three segments.
Formula for damaging spells:
- $ Damage = User's Magic * Spell Power $
Formula for healing spells:
- $ Cure = (User's Magic * 0.2) + 100 $
- $ Cura = (User's Magic * 0.18) + 100 $
- $ Curasa = (Target's Missing HP * 0.15) + ((Target's Missing HP * User's Magic) / 100,000) $
- $ Curaja = (Target's Missing HP * 0.12) + ((Target's Missing HP * User's Magic) / 100,000) $
The system is identical to Final Fantasy XIII, but now the party has Paradigm Pack allies, each with a single role, and thus the third party member in a formation changes depending on the paradigm in use. Commando casts non-elemental magic. Ravager casts elemental magic. Medic casts curative magic. Synergist casts status enhancements. Saboteur casts status ailments. Sentinels don't use magic. Lightning has special roles in the Lightning's Story: Requiem of the Goddess DLC scenario.
There is no distinction between magic and any other ability Lightning can use, but many familiar spells from the series return as abilities. Magic is cast by assigning different buttons from the right panel of the pad. Magic is dropped by enemies in the form of crystal or per-assigned to garbs. Synthesizing magic of the same element produces stronger magic spells, and after a certain day, spells can be upgraded. Magic is often superior to physical attacks for staggering opponents.
Magic abilities are categorized as Spells, and are distinguished by consuming MP to cast (scaled by level), often (but not always) having a cast time, and are disabled by the Silence condition. They are primarily used by Disciplines of Magic.
Unlike weaponskills, spells aren't used in chain sequences. Instead, some spells (or job abilities) may trigger an additional effect if a certain spell is cast next. For example, the Scholar ability Sacred Soil may allow the next Succor to be cast at no MP cost.
There are two types of magic: one can only be used by Noctis via the Ring of the Lucii, and is not available at the beginning, but will be unlocked throughout the story. The Ring of the Lucii allows Noctis to cast Death, Holy, and Alterna. Depending on the spell used, differing amounts of MP are consumed. The MP stat is exclusive to Noctis, who can also use it to warp.
The other form of magic is Elemancy that does not require MP, and is not exclusive to Noctis. Elemancy is crafted in Magic Flasks after collecting the ingredients from the environments, or by defeating enemies with certain weapons. Three uses of a spell can be equipped in a Magic Flask, which then needs to be equipped as a Primary Arm (for Noctis), or a Secondary Arm (for party members). To use different spells in battle, multiple flasks will need to be equipped. Spells can be crafted during battle.
Casting spells has residual effects come into effect in real time. Weather has a tactical impact on battle conditions, with different types of magic having varying effects depending on the weather. This reinforces the tactical and situational use of magic, as party members are not immune to the residual effects, e.g. using fire spells on a clear day not only hurts monsters, but also ignites the surrounding area; monsters afraid of fire will be sent fleeing, but it can hurt party members as well, unless the Ring of Resistance is equipped. Fire is extinguished fast if it rains, but thunder magic is augmented during this time. Though magic can destroy the environment, the effects will be slowly restored. When Noctis uses Elemancy the player must manually aim it. When equipped to party members, the AI will use it at its own discretion.
There is only one command that goes by the name Magicks (まほう), which belongs to Tietra Heiral. There's numerous improved versions of the command that goes by the name Magicks (全魔法). This command has a mixture of spells from different jobs.
Magicks are divided and associated in each of their corresponding jobs: White Magicks, Black Magicks, Time Magicks and Summon. Spells are considered Action Abilities and must be purchased with JP before being able to be used in battle.
The base damage formula for Magical abilities are as follows:
- $ Caster's Magic Power - (Target's Magic Resistance/2) $
Afterwards, damage will be multiplied by Power/100, where Power is usually equal to the strength of the ability being used. For weapon-based abilities, this will be the EqAtt bonus the unit's equipment (minus secondary weapons) gives, For other abilities, this will be the Power stat of the ability itself.
Various Magic classes have their own set of commands for magic. The White Mage has access to White Magick, Black Mage to Black Magick, Seer to High Magick, Red Mage to Red Magick, Green Mage to Green Magick, Blue Mage to Blue Magick, Time Mage to Time Magick, Bishop to Intercession, Alchemist for Alchemy, Sage for Sagacity, and Illusionist for Illusion.
The command is called Spell. There are three classes of magic, White, Black, and Wizard. Each type has their own set amount of uses before the character cannot use anymore spells of that type, but all types are automatically restored when the character has his or her MP restored.
The battle command is Magic, and all three types of magic can be found within this command. These three types of magic are White Magic, Black Magic, and Lost Magic. Up to 24 magic spells of any type can be equipped on a single character.
Magic or sorcery is an attempt to understand, experience and influence the world using rituals, symbols, actions, gestures and language that are believed to exploit supernatural forces.
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