I couldn't miss the chance to practice my drawing!
Shell (シェル, Sheru?) is a recurring spell generally classified as White Magic. It appears in various games in the Final Fantasy series and bestows the status effect of the same name, which halves all magic damage dealt to the target, often including both offensive and curative spells. Some games include the more effective Shellga spell.
Envelops target in magic, raising magic defense.
Shell is a White Magic spell which increases the Magic Evade of one or all allies, which reduces the success rate of spells and enemy attacks. As the spell's level grows, the spell's effectiveness and success rate increases. The effect can stack, but repeated use on the same unit(s) increases the chance the spell will miss. Any character can learn Shell by having them use the Shell Tome (Shell Scroll in Origins).
|Effect||Allows the target to learn Shell when used outside of battle. Casts Shell VIII on all allies when used in battle.|
|Buy||Paloom, Poft, Mysidia, Machanon|
|Cost||400 gil (Origins)|
|300 gil (Dawn of Souls, 20th Anniversary Edition)|
Reduces magic damage received.
Shell is a White Magic spell. It has a casting time of 0, costs 10 MP with a 66% Accuracy. It is learned by Rosa (level 20), Porom (level 29), Tellah (after completing Mount Ordeals), Fusoya (default), and Paladin Cecil (level 33 in 3D version). Shell can be cast on either a single target or an entire party; this has no impact on its effectiveness. This spell can fail frequently when cast by a character with a low Spirit stat.
The spell is not learnable on on the SNES North American and Easy Type version. This spell is used by Zemus's Malice, but the white magic icon has been removed from its name.
In the 2D releases, Shell boosts its target's Magic Defense stat by 3 points, to a maximum of 255, for the duration of the battle. The spell will automatically fail if its target's Magic Defense is at 255, and during the final battle with Zeromus it is programmed not to work at all. In the 3D release, Shell bestows the Shell status, halving Magic Damage that the party receives, and works properly in the final battle. It can also only be cast once. Its MP cost has been boosted to 15.
Shell is a spell for the White Mage job. It is a White Magic Level 4 spell and it can be bought for 3,000 gil at Regole, Castle of Bal, Quelb, and Castle Surgate. It costs 5 MP to cast. It is one of the spells that can be cast from the Wonder Wand for free.
Places a magical shield around the target that boosts magic defense.
Shell is an effect spell the espers Alexander, Zona Seeker, Carbuncle, and Unicorn can teach to characters. It costs 15 MP to cast and is vulnerable to Runic. Shell can be cast by Level 70 Magic, Cherry, Moebius, Gilgamesh, and Kaiser Dragon.
Shell is a Support Magic spell that can be refined from items using GF Diablos's Support Magic Refinement ability, as well as drawn from enemies and draw points. The player can also get one Shell spell from Zell's "love quest" if they give Hot dogs & Red as the answers to a "survey" held by girls at the library, and later return for the results.
Reduces damage from magic attacks.
Dagger and Eiko can use the White Magic spell Shell for 6 MP. It can be reflected and works with Return Magic. It is learned for 35 AP from Multina Racket, Mythril Racket, Mythril Rod, Wizard Rod, Cotton Robe, Gold Choker, and Moonstone. Shell can be cast by Serpion and Necron.
Shell is a White Magic spell located on Yuna's section of the Sphere Grid although it can be learned by all characters. This spell halves magical damage, and costs 10 MP to cast. Shell can be cast by Cindy, Guado Guardian (B), Seymour, and Th'uban.
Shell is a White Magic spell that reduces damage done by magical attacks for 10 MP. It learned by the White Mage dressphere for 30 AP. It can also be used by any dressphere when equipped with Selene Guard Garment Grid.
Shell is a spell that can be learned by Red Mages, White Mages, Scholars, Paladins, and Rune Fencers, though because it is such a low-level spell it can be used by many characters with any of these jobs as a Support Job. It is the earliest in a line of spells that go up to Shell V. Shell applies approximately 10% reduction of magical damage.
The character is enveloped in a magick field, increasing magick resist and reducing magick damage taken. The effect is temporary.
In the original version, Shell is a Green Magick spell. It can be used when its license, Green Magick 2, is learned for 30 LP, and can be bought for 300 gil in Rabanastre (after Barheim Passage), Bhujerba, Dreadnought Leviathan, Dalmasca Westersand (after Leviathan), Ogir-Yensa Sandsea, Nam-Yensa Sandsea.
In the Zodiac versions, Shell is listed as White Magick 3 license, along with Protect. It can be bought for 250 gil in Rabanastre (after Ba'Gamnan in Lhusu Mines), Nalbina Fortress, Bhujerba, Dreadnought Leviathan, Dalmasca Westersand (after Ondore's Estate), Dyce, Archades or found in Trial Mode Stage 27(with Diamond Armlet). It can be used by the White Mage and Red Battlemage jobs. It is also found in a Diamond Armlet treasure in Trial Mode Stage 27.
Raise target's magic resistance.
It is also an enemy ability used by Cid Raines.
Shell is a Synergist ability that raise target's magic resistance. It is learned by Serah (role level 8), Noel (role level 1), Gahongas (44), Gigantuar (14), Imp (1), Leyak (17), Luminous Puma (1), Mewmao (1), Oannes (4), Sahagin Prince (6), Sazh (23), Thexteron (8), Triffid (1), and Ultros (5). It has an ATB cost of 2 and a duration of 180 seconds.
Shell can be used by Angel of Valhalla after he's at bond level 2. It can also be used by some enemies.
Originally appearing at the initial launch of the "Legacy" version, Shell was a Conjurer ability available at rank 16. It raised the magic defense of all party members within an area-of-effect. However with class changes introduced in Patch 1.31, it was removed as an ability and its effect was fused into the Protect spell with the Proshell trait.
While the Conjurer and White Mage's Proshell trait was kept during the entirety of the A Realm Reborn reboot, it was eventually removed at the launch of Final Fantasy XIV: Heavensward for balancing reasons. Instead, Protect was changed to increase both the physical and magic defense of all party members by default.
Patch 4.45 of Final Fantasy XIV: Stormblood reintroduced Shell as a player ability usable in the Forbidden Land, Eureka Pyros instance. Known as Shell L (ロゴス シェル, Rogosu Sheru?, lit. Logos Shell), the ability raises the magic defense stat of a single party member by 1000 points. Shell L can be used by all battle classes and jobs.
White Magick that conjures up invisible, mystical veil to protect the body from magick.
Silent light, shield from evil! Shell!
Shell can be used through the White Mage job it cost 70 JP to learn it. It costs 6 MP to use and has a speed of 25. It casts Shell in a standard cross-shaped area.
Envelops target in holy veil. Raises magic res.
Shell can be used through the White Mage. It costs 100 AP to master it, 6 MP to cast, and has a range of 4 with a vertical reach of 2. It casts Shell in standard cross-shaped area. It can be stolen through the ability Steal: Ability.
Shell is a level 10 Protection spell, exclusive to the White Mage class, and caps at level 100. It increases allies' Magic Defense and can be used once per battle up to three times a day.
Despite being called Shell, the spell actually works like the Protect spell. The spell raises one character's Defense level by 10 during battle. It cost 8 MP to use, and it can be bought for 400 GP in Dharm (Present).
Shell is a White Magic spell and costs 2 AP to cast. When the spell is used it increases a characters magic defense by 50%. Shell can be given to any character by having a Shell Tome in the character's inventory. The spell can be purchased for 1,000 gil in Guera and Urbeth at night, and in Horne after the player defeats Satan.
Shell requires White Magic Level 5 and 10 MP to use. It can be bought for 6,000 gil in Magic Shops in Chapters 3-5, and it can be cast on either one or all party members.
Shell is a Bravery ability from Hope. It raises the party's Magic Damage Resist for 5 turns and the party gains BRV based on the caster's ATK.
Shell (Lv1) is a proactive ability that costs 8 CP to equip. It is active for the entire length of the Battle Music Sequences (BMS). It reduces damage taken from magic-type enemies and has low strength. It is learned by Minwu (default), Cecil (level 5), Faris (level 10), Aerith (default), Garnet (default), Eiko (default), Yuna #2 (level 10), Ace (level 20), Rem (level 10), and Serah (level 5).
Shell (Lv2) is a proactive ability that costs 13 CP to equip. It is active for the entire length of the BMS. It reduces damage taken from magic-type enemies and has medium strength. It is learned by Minwu (level 35), Cecil (level 50), Rosa (level 40), Faris (level 45), Aerith (level 25), Garnet (level 45), Eiko (level 30), Hope (level 90), Y'shtola (level 15), Ramza (level 60), Yuna #2 (level 35), Ace (level 65), Rem (level 50), and Serah (level 50).
Shell (Lv3) is a proactive ability that costs 23 CP to equip. It is active for the entire length of the BMS. It reduces damage taken from magic-type enemies and has full strength. It is learned by Minwu (level 70), Rosa (level 80), Faris (level 85), Aerith (level 85), Eiko (level 65), Y'shtola (level 85), Orlandeau (level 95), Yuna #2 (level 85), Rem (level 85), and Serah (level 85).
Shell is a White Magic ability with a Rarity of 1☆. It can be cast on one target, doubling Resistance, it can initially be used four times and it can be honed to Rank 5. It can be created by using Minor White Orb x3, Minor Earth Orb x3, Minor Holy Orb x3, and 1000 gil.
Increase the magical defense of allies within range of you.
Shell is an active ability that lessens magical damage taken on a single target for 2 AP. It can be used by Asterius, Carbuncle, Chocochick, Gilgamesh, Goblin, Joult, Kupicaroon, Largebuncle, Minimantoise, Mythril Giant, Ramewl★, Ramuh★, Water Golem, and Zapt.
It is also an enemy ability used by Gilgamesh and Valefor.
MBarrier is a Lv. 4 spell that costs 3 SP to cast and protects Chocobo temporarily from magic damage.
Ovelia's card can use M. Barrier. For the discard of another Ovelia card and Dulling Ovelia, M. Barrier grants the Haste and Brave effects to all the player's other Forwards, and allows them to attack an additional time that turn.