Perform white or black spells.
Description
Red Magic, also known as Red, is the Red Mage's skillset in Final Fantasy V. It allows the casting of both White or Black Magic up to level 3. Red Magic is weaker but more versatile than its specialized counterparts. It is disabled if the user is silenced. The White and Black Magic spells used in Red Magic are purchased from shops in various towns and are divided into 3 levels.
Obtained[]
After leveling up the Red Mage job, a character can have the Red Magic ability equipped on any other job and use any Red Magic spell whose associated level has been attained by the Red Mage. Therefore, to be able to use all Red Magic spells as a non-Red Mage, a character must level their Red Mage job up to level 3. Red Magic is the primary ability for Red Mages, who can use all Red Magic spells without the need to attain a spell's associated level first.
The Red Magic ability requires 20 AP for level 1, 40 AP for level 2, and 100 AP for level 3.
Another Red Mage ability, Dualcast, is an improved version of the Red Magic ability which, among others, grants access to the Red Mage's skillset, without requiring the Red Magic to be equipped.
Mechanics[]
Some spells have been programmed to always hit their target, while others are programmed to always hit allies, such as curative spells.
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:
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 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.
Red Mages can boost the power of any element due to their ability to equip rods (for fire, ice, lightning, and poison), staves (holy), and knives (wind). The Mix Elemental Power empowers all elements.
Any job equipped with Red Magic Level 1 will gain their character's base Freelancer Magic +6 if their default stat is lower. For each additional Red Magic level up to level 3, the Magic bonus is increased by 1 per level, for a maximum of +8 Magic at Red Magic Level 3. Similarly, any job equipped with Dualcast will also gain their character's base Freelancer Magic +8 if their default stat is lower.
Upon mastery, Freelancers and Mimes gain the Red Mage's base Strength, Agility, and Magic unless they already have a higher base from another mastered job.
List of spells[]
Name | Cost | Spell Level | MP Cost | Description | Location |
---|---|---|---|---|---|
Cure | 180 | 1 | 4 | Restores a minor amount of HP to one or all allies and inflicts a minor amount of HP on the undead. | Tule, Carwen, Karnak, Jachol |
Libra | 80 | 1 | 1 | View a target's vital statistics, such as HP, MP, Level, and statuses. | Tule, Carwen, Karnak, Jachol |
Poisona | 90 | 1 | 2 | Cures poison. | Tule, Carwen, Karnak, Jachol |
Silence | 280 | 2 | 2 | Inflicts silence on one or all enemies. | Carwen, Karnak, Jachol |
Protect | 280 | 2 | 3 | Reduces damage done by physical attacks by bestowing protect status. | Carwen, Karnak, Jachol |
Mini | 300 | 2 | 5 | Inflicts and cures mini status on one or all enemies. | Phantom Village. Can also be found in a chest in Catapult. |
Cura | 620 | 3 | 9 | Restores a moderate amount of HP to one or all allies. Also inflicts damage on the undead. | Karnak, Jachol |
Raise | 700 | 3 | 29 | Revives a KO'ed ally back into Critical HP. Instantly kills undead enemies. | Karnak, Jachol |
Confuse | 650 | 3 | 4 | Inflicts confuse on one or all enemies. | Karnak, Jachol |
Fire | 150 | 1 | 4 | Minor fire-elemental damage to one or all enemies. | Tule, Carwen, Karnak, Crescent |
Blizzard | 150 | 1 | 4 | Minor ice-elemental damage to one or all enemies. | Tule, Carwen, Karnak, Crescent |
Thunder | 150 | 1 | 4 | Minor lightning-elemental damage to one or all enemies. | Tule, Carwen, Karnak, Crescent |
Poison | 290 | 2 | 2 | Inflicts poison on one or all enemies. | Karnak, Crescent |
Sleep | 300 | 2 | 3 | Inflicts sleep on one or all enemies. | Carwen, Karnak, Crescent |
Toad | 300 | 2 | 8 | Inflicts or cures the toad status on one or all enemies/allies. | Buy at Phantom Village. Find in Istory. |
Fira | 600 | 3 | 10 | Moderate fire-elemental damage to one or all enemies. | Karnak, Crescent |
Blizzara | 600 | 3 | 10 | Moderate ice-elemental damage to one or all enemies. | Karnak, Crescent |
Thundara | 600 | 3 | 10 | Moderate lightning-elemental damage to one or all enemies. | Karnak, Crescent |
Gallery[]
- GBA
- Defunct mobile/Steam