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'''Magic''', spelled '''Magick''' in ''[[Final Fantasy XII]]'', is one of the two principal forms of attack in the ''[[Final Fantasy (franchise)|Final Fantasy]]'' franchise. Its specific features vary significantly between games, although many of its concepts have remained consistent throughout the franchise.
'''Magic''', spelled '''Magick''' in ''[[Final Fantasy XII]]'', is one of the two principal forms of attack in the ''[[Final Fantasy (franchise)|Final Fantasy]]'' franchise. Although the specific features of the magic system vary significantly from game to game, many concepts have remained consistent throughout the franchise.


==General information==
==General information==
Magic spells are divided into offensive, restorative and indirect categories. In games where the player can automatically sort their order of spells (such as ''[[Final Fantasy VII]]'', and ''[[Final Fantasy VIII]]'') the three types of magic are labeled as "Attack," "Restore" and "Indirect." Offensive and restorative usually affect the [[Hit point|HP]] and/or [[Magic point|MP]] of the target based on their magic resistance, and possibly their resistance to a given element. Indirect spells (e.g. [[Confuse]], [[Slow]], [[Berserk]]) constitute the vague "other" category and contains spells that cause and cure status effects, affect speed of an opponent, modify a target's statistics, raise or dispel magical barriers and various other results depending on the game.
Magic spells are divided into offensive, restorative and indirect categories. In games where the player can automatically sort their order of spells (such as ''[[Final Fantasy VII]]'', and ''[[Final Fantasy VIII]]'') the three types of magic are labeled as "Attack," "Restore" and "Indirect." Offensive and restorative usually affect the [[Hit point|HP]] and/or [[Magic point|MP]] of the target based on their magic resistance, and possibly their resistance to a given element. Indirect spells (e.g. [[Confuse]], [[Slow]], [[Berserk]]) constitute the vague "other" category and contains spells that cause and cure status effects, affect speed of an opponent, modify a target's statistics, raise or dispel magical barriers and various other results depending on the game.


By default, offensive and negative indirect spells target enemies, while restorative and supportive indirect spells target [[party]] members, although in some games, it is possible to cast restorative spells against the enemy, or cast offensive spells against a party member. There are a number of reasons for casting spells at the non-default group.  For example, casting cure (or life) on an undead enemy causes damage.  Also, by casting an offensive spell against an ally with the reflect status, the spell bounces off the ally onto an enemy as a method of circumvent the enemy's own reflect status.
By default, offensive and negative indirect spells target enemies, while restorative and supportive indirect spells target party members, although in some games, it is possible to cast restorative spells against the enemy, or cast offensive spells against a party member. There are a number of reasons for casting spells at the non-default group.  For example, casting cure (or life) on an undead enemy causes damage.  Also, by casting an offensive spell against an ally with the reflect status, the spell bounces off the ally onto an enemy as a method of circumvent the enemy's own reflect status.


Within the boundaries of the series, offensive spells are generally classified as [[Black Magic]], and restorative spells are generally classified as [[White Magic]]. The offensive / defensive distinctions between ''Black'' and ''White Magic'' are not always clear. For example, the White Magic spell [[Holy]] deals a large amount of Holy elemental damage to a target, and the White spell [[Cure]] (which is normally a restorative spell) inflicts damage on undead monsters. An elemental spell cast against an enemy that absorbs that element will actually cure the target rather than harm it. The indirect spells are divided into different categories depending on the individual game. For example, the indirect spell [[Haste]] would be a part of a Time Mage's spell compendium in one game, and in a different game it would be a White Magic spell.
Within the boundaries of the series, offensive spells are generally classified as [[Black Magic]], and restorative spells are generally classified as [[White Magic]]. The offensive / defensive distinctions between ''Black'' and ''White Magic'' are not always clear. For example, the White Magic spell [[Holy]] deals a large amount of Holy elemental damage to a target, and the White spell [[Cure]] (which is normally a restorative spell) inflicts damage on undead monsters. An elemental spell cast against an enemy that absorbs that element will actually cure the target rather than harm it. The indirect spells are divided into different categories depending on the individual game. For example, the indirect spell [[Haste]] would be a part of a Time Mage's spell compendium in one game, and in a different game it would be a White Magic spell.


Spells can also be divided into elemental spells and non-elemental spells.  Elemental magic is associated with a particular element of nature, such as [[Fire (element)|Fire]], [[Ice]], [[Lightning]], [[Water]], [[Wind]], and [[Earth]]. The number and names of the elemental spells vary from game to game. For instance, Lightning is sometimes referred to as ''Thunder''. Sometimes two other elements, ''Holy (aka Light)'' and ''Dark (aka Shadow)'' are added. Non-elemental spells are not associated with an element.  Examples include spells that affect the status of the target, such as [[Sleep]] or [[Haste]].
Spells can also be divided into [[elemental]] spells and non-elemental spells.  Elemental magic is associated with a particular element of nature, such as [[Fire]], [[Ice]], [[Lightning]], [[Water]], [[Wind]], and [[Earth]]. The number and names of the elemental spells vary from game to game. For instance, Lightning is sometimes referred to as ''Thunder''. Sometimes two other elements, ''Holy (aka Light)'' and ''Dark (aka Shadow)'' are added. Non-elemental spells are not associated with an element.  Examples include spells that affect the status of the target, such as [[Sleep]] or [[Haste]].


Some games have [[Summon Magic]], in which the character calls another entity to perform the actual magic, which serves in either offensive or defensive capacity.
Some games have [[Summon Magic]], in which the character calls another entity to perform the actual magic, which serves in either offensive or defensive capacity.


Each magic caster possesses a level of magic power, which affects the damage of a given spell. Characters with higher magic power will deal more damage than the same spell cast by someone with a lower magic power. Certain characters can have affinities to an element: for example, a Fire magic spell from a fire-based character will cause more damage than a wind-based character casting it. Each target possesses magic resistance, which lessens the effect of magic spells. In addition to the magic resistance of the target, certain targets have a different resistance (positive or negative) to certain elementals: they may receive more damage than usual from spells associated with that elemental (usually 200% damage) or less (usually 50%); they may nullify the damage (0%) or absorb it (usually 100% of the damage is converted to health gain). Non-elemental magic damage depends only on magic resistance.
Each magic caster possess magic power, which affects the damage of a given spell. Characters with higher magic power cause more damage than the same spell cast by someone with a lower magic power. Certain characters can have affinities to an element: for example, a Fire magic spell from a fire-based character will cause more damage than a wind-based character casting it. Each target possesses magic resistance, which lessens the effect of magic spells.
 
In addition to the magic resistance of the target, certain targets have a different resistance (positive or negative) to certain elementals:
*''Weak'' — receive much more damage than usual from spells associated with that elemental (usually 200% damage)
*''Strong'' — receive less damage (usually 50%)
*''Immune'' — completely nullifies the damage (0%)
*''Absorb'' — will heal the target. (usually 100% of the damage converted to health)
Non-elemental magic damage depends only on magic resistance.  Certain items and spells can affect the magic power and/or resistance of a character.  


==History==
==History==
Starting with ''[[Final Fantasy V]]'', two new categories of magic were introduced, [[Blue Magic]] and [[Time Magic]]. Blue Magic is a special class of magic, since its spells are normally learned when receiving certain attacks from enemy monsters. Time Magic incorporates a number of status-inducing spells that were previously classified as offensive or defensive, such as Slow, Haste, and [[Stop]]. Prior to this, Stop was classified as Black Magic and Haste was classified as White Magic except in the original ''[[Final Fantasy]]'', where it appeared as a Black Magic spell) while Slow has appeared inconsistently under either category, depending on the game. Some subsequent titles retained the Time Magic category, while others did not.
Starting with ''[[Final Fantasy V]]'', two new categories of magic were introduced, [[Blue Magic]] and Time/Space Magic. Blue Magic is a special class of magic, since its spells are normally learned when receiving certain attacks from enemy monsters. The ''Time/Space Magic'' category incorporates a number of status-inducing spells that were previously classified as offensive or defensive, such as [[Slow]], [[Haste]], and [[Stop]]. Prior to this, Stop was classified as Black Magic and Haste was classified as White Magic except in the original ''[[Final Fantasy]]'', where it appeared as a Black Magic spell) while ''Slow'' has appeared inconsistently under either category, depending on the game. Some subsequent titles retained the Time/Space Magic category, while others did not.


In many games, only certain job categories can cast certain spells.  For example, a [[White Mage]] can cast white spells, while a [[Black Mage]] can cast black spells.  In some games, there is also a [[Red Mage]] that can cast spells from the Black and White magic.  Usually a Red Mage cannot learn the highest spells, and usually is not especially powerful at casting either.
In many games, only certain job categories can cast certain spells.  For example, a [[White Mage]] can cast white spells, while a [[Black Mage]] can cast black spells.  In some games, there is also a [[Red Mage]] that can cast spells from the Black and White magic.  Usually a Red Mage cannot learn the highest spells, and usually is not especially powerful at casting either.
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For example, the name of the second level version of [[Thunder]] is named [[Thundara]] and the third is [[Thundaga]]. Likewise, the second and third levels of [[Fire]] are [[Fira]] and [[Firaga]] respectively, and [[Blizzard]] becomes [[Blizzara]] and [[Blizzaga]].
For example, the name of the second level version of [[Thunder]] is named [[Thundara]] and the third is [[Thundaga]]. Likewise, the second and third levels of [[Fire]] are [[Fira]] and [[Firaga]] respectively, and [[Blizzard]] becomes [[Blizzara]] and [[Blizzaga]].
   
   
The fourth level suffix (-''ja'') is infrequently used; few games in the series feature magic spells with four power levels, [[Cure]] being the only example in more recent titles. Other examples are the [[Dia]] and [[Heal]] spells. In the few times they are used, elemental spells such as [[Thundaja]] are very powerful.
The fourth level suffix (-''ja'') is infrequently used; few games in the series feature magic spells with four power levels, the ''Cure'' spell being the only example in more recent titles. Other examples are the ''Dia'' and ''Heal'' spells. In the few times they are used, elemental spells such as ''Thundaja'' are extremely powerful.


Spells can target individuals or groups. In some cases, targeting a group requires a higher level of a spell; in other cases, the target can be for an individual or an entire group. However, when targeting a group, the strength and/or duration of the spell is often less than when targeting an individual.
Spells can target individuals or groups. In some cases, targeting a group requires a higher level of a spell; in other cases, the target can be for an individual or an entire group. However, when targeting a group, the strength and/or duration of the spell is often less than when targeting an individual.
Fourth level spells (such as Cure IV and Thunder IV) are equivalent to the ''-ja'' suffix found in previous ''Final Fantasy'' games. ([[Curaja]], and [[Thundaja]], respectively)


''[[Final Fantasy II]]'' has a vastly different magic system from other games in the main series. Spell names are in katakana, and rather than appending one of the above suffixes to signify a more powerful version of a spell, a simple numerical modifier was added to the end of the name. Each spell could be raised to level 16. For example, if Thunder were leveled up to level 16, it would be called "Thunder 16". Enemy spells used Latin number suffixes, such as 'XVI' for level 16.
''[[Final Fantasy II]]'' has a vastly different magic system from other games in the main series. Spell names are in katakana, and rather than appending one of the above suffixes to signify a more powerful version of a spell, a simple numerical modifier was added to the end of the name. Each spell could be raised to level 16. For example, if Thunder were leveled up to level 16, it would be called "Thunder 16". Enemy spells used Latin number suffixes, such as 'XVI' for level 16.


In early English localizations of the ''Final Fantasy'' series, those prior to ''[[Final Fantasy VIII]]'', translators decided to use a simple numerical modifier instead. For example, Firaga is named "Fire 3" and Thundara is denoted as "Lit2" or "Bolt2".
In early English localizations of the ''Final Fantasy'' series, those prior to ''[[Final Fantasy VIII]]'', translators decided not to use the above suffixes, using a simple numerical modifier instead. In other words, ''Firaga'' would become ''Fire 3''.  ''Thunder'' was shortened to ''Lit'' or ''Bolt'', and ''Thundara'' would be denoted as ''Lit2'' or ''Bolt2''. This was changed to ''Bolt'' upon the release of ''[[Final Fantasy VI]]'' and ''[[Final Fantasy VII]]''.


In ''[[Final Fantasy Tactics]]'', the fourth level Black and White Magic spells cover a considerably larger area where massive amounts of damage is dealt or large amounts of healing. Like the lower levels, fourth level magic is indiscriminate of who is in the target radius. Damage or healing can be accidentally or forcefully done to friends or foes respectively. Fourth level Black and White Magic cannot be Calculated.
In ''[[Final Fantasy Tactics]]'', the fourth level Black and White Magic spells cover a considerably larger area where massive amounts of damage is dealt or large amounts of healing. Like the lower levels, fourth level magic is indiscriminate of who is in the target radius. Damage or healing can be accidentally or forcefully done to friends or foes respectively. Fourth level Black and White Magic cannot be Calculated.


In ''[[Final Fantasy X]]'', the "-ja" spells are only used by the [[Dark Aeon]]s. During the final boss battle, one of [[Sin]]'s major attacks is [[Gravija]], the fourth level of the gravity element.
In ''[[Final Fantasy X]]'', the (-''ja'') spells are only used by the "Dark Aeons", optional bosses that are highly overpowered versions of the common Aeons. During the final boss battle, one of [[Sin]]'s major attacks is [[Gravija]], the fourth level of the gravity element.


In ''Final Fantasy XI'', spells tiers are distinguished from each other by Roman numerals (e.g., Thunder, Thunder II, Cure, Cure II). Fourth level spells (such as Cure IV and Thunder IV) are equivalent to the -ja suffix found in previous ''Final Fantasy'' games. The suffixes 'ra' and 'ga' denote area-of-effect magic. Some spells reach a fifth tier, although with the exception of Cure V, Protectra V, and Shellra V, they are mostly unavailable to players and even enemies.
In ''[[Final Fantasy XI]]'', spells tiers are distinguished from each other by Roman numerals (e.g., ''Thunder'', ''Thunder II'', ''Cure'', ''Cure II'') and there are three suffixes:
* group/party effect enhancing spells: ''-ra'' (e.g., ''Barstonra'', ''Barsleepra'', ''Protectra'', ''Shellra'')
* ''White Magic'' status ailment cures: ''-na'' (e.g., ''Stona'', ''Poisona'')
* Group effect (AoE, Area of Effect) spells of various types: ''-ga'' or ''-aga'' or "-ega" (e.g., ''Curaga'', ''Thundaga'', ''Poisonga'')


In ''Final Fantasy XII'', the Espers use the ''-ja'' spells, which are renamed Concurrences.
In ''[[Final Fantasy XII]]'', the Espers use the ''-ja'' spells, which are renamed Concurrences.


In ''[[Kingdom Hearts II]]'', accessories use the fourth level of Fire, Thunder and Blizzard with the suffix "ragun" (Firagun, Thundragun, Blizzagun, respectively).
In ''[[Kingdom Hearts II]]'', accessories use the fourth level of Fire, Thunder and Blizzard with the suffix "ragun" (Firagun, Thundragun, Blizzagun, respectively).
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==Types of magic==
==Types of magic==
{|class="wikitable" style="text-align:center"
Generally speaking, magic in the ''Final Fantasy'' series can be divided into distinct types:
|-style="color:white"
 
!style="background:black"|Type
*'''White Magic''', used by [[White Mage]]s, which heals or otherwise supports party members
!style="background:black"|First appearance
*'''Black Magic''', used by [[Black Mage]]s, which is used to attack enemies
!style="background:black"|Job
*'''Time/Space magic''', used by [[Time Mage]]s, which affects the flow of time (such as slowing down or speeding up a target's actions) or warps matter (''Gravity'' spells, for example)
!style="background:black"|Description
*'''Blue Magic''', used by [[Blue Mage]]s, which incorporates a variety of special attacks used by monsters
|-
*'''Summon Magic''', used by [[Summoner]]s, in which spells are cast that call forth magical creatures who attack enemies or offer support to party members.
!style="background:whitesmoke"|[[White Magic]]
 
|''[[Final Fantasy]]''
Not every game necessarily classifies spells in this manner, and the specific classification of a spell can vary from game to game. ''[[Final Fantasy Tactics]]'', for instance, introduced a new subdivision of magic ('''Yin-Yang Magic''') utilized by the Oracle job class, consisting of status-altering spells such as ''Confusion'' or ''Sleep''. This category has not subsequently appeared in any other ''Final Fantasy'' title, but is classified as '''Green Magic''' in ''Final Fantasy XII'', and is classified as '''Arcane Magic''' in ''[[Final Fantasy X-2]]'' and is used primarily by the Dark Knight job class. Furthermore, status- and time-altering spells in ''[[Final Fantasy VI]]'' were called "effect magic" and given a "Gray" alignment to indicate that they were neither Black nor White.
|style="white-space:nowrap"|[[White Mage]]
|style="text-align:left"|These spells usually heal or assist party members in some other form. A few examples include [[Cure]], [[Life]], and [[Holy]].
|-
!style="background:whitesmoke"|[[Black Magic]]
|''Final Fantasy''
|[[Black Mage]]
|style="text-align:left"|These spells are primarily offensive, and several make use of an elemental power, such as fire, ice, or lightning. [[Fire]], [[Thunder]], and [[Blizzard]] are a few common Black Magic spells. The most powerful one is either [[Ultima]] or [[Flare]], depending on the game.
|-
!style="background:whitesmoke;white-space:nowrap"|[[Summon|Summon Magic]]
|''[[Final Fantasy III]]''
|[[Summoner]]
|style="text-align:left"|Summons a powerful creature named a summon to fight for or defend the party, doing everything from setting enemies on fire to blocking for the party.
|-
!style="background:whitesmoke"|[[Time Magic]]
|''[[Final Fantasy V]]''
|[[Time Mage]]
|style="text-align:left"|These spells either affect the flow of time or warps matter. Common spells include [[Slow]], [[Haste]], [[Warp]] and [[Gravity]].
|-
!style="background:whitesmoke"|[[Blue Magic]]
|''Final Fantasy V''
|[[Blue Mage]]
|style="text-align:left"|This incorporates spells and abilities learned from enemy characters and monsters.
|}


Not every game necessarily classifies spells in this manner, and the specific classification of a spell can vary from game to game. ''[[Final Fantasy Tactics]]'', for instance, introduced a new subdivision of magic (Yin-Yang Magic) utilized by the Oracle job class, consisting of status-altering spells such as Confusion or Sleep. This category has not subsequently appeared in any other ''Final Fantasy'' title, but is classified as Green Magic in ''Final Fantasy XII'', and is classified as Arcane Magic in ''[[Final Fantasy X-2]]'' and is used primarily by the Dark Knight job class. Furthermore, both status and time-altering spells in ''[[Final Fantasy VI]]'' were called "effect magic" and given a "Gray" alignment to indicate that they were neither Black nor White.
==Other Magic==
===Abilities===
Through the course of the series, there has been a variety of abilities and skills similar to magic but are not necessarily magic. They usually do not require MP to use. These include "special/skill" (final fantasy X) and "technicks" (''Final Fantasy XII''). Some examples are: steal, libra, the command abilities "Devour", "Treatment" and "Recover" (''Final Fantasy VIII'') and certain abilities gained by equipping [[Materia]] (''Final Fantasy VII'').


===Other types of magic===
[[Song]]s are classified as magic in ''[[Final Fantasy V]]''. Bards use magic generally as support, but ''Alluring Air'' and ''Romeo's Ballad'' inflict the status ailment confuse and stop on enemies, respectively, and ''Requiem'' deals damage to undead foes. The Songstress dresssphere of ''[[Final Fantasy X-2]]'' allows attribute-enhancing songs to be sung with the Sing command (such as the magic-boosting ''Esoteric Melody'' or the aid to evasion ''Matador's Song''). Some of the status-inflicting dances can benefit the party as well.
'''[[Spellblade]]''' is the ability used by Mystic Knights in ''Final Fantasy V'' to endow an equipped sword with an offensive magic spell (as such both Flare and Holy can be used, even though they are from different magic classes), or with status-harmful spells (such as Poison or Sleep). When they strike the enemy with the enchanted blade it engulfs the enemy with the selected spell as well as slicing them.


'''[[Effect Magic]]''' appears in ''Final Fantasy VI''. Traditionally black magic spells which do not deal damage, such as Confuse and Sleep, and traditionally white magic spells which do not heal, such as Protect, Shell and Libra / Scan, are included in this category.
===Ninjutsu===
{{Main|Ninjutsu}}
Shown in both ''[[Final Fantasy IV]]'' and ''[[Final Fantasy XI]]'', Ninjutsu deals with ninja related abilities. It is used by [[Edward Geraldine|Edge]] in ''[[Final Fantasy IV]]'' and by adventurers sporting the [[Ninja]] class in ''[[Final Fantasy XI]]''. It deals with both supportive and offensive magic, to assist the character in battle.  Some of these abilities happen to be special abilities that are in the form of a spell. Ninjutsu has been seen in other games in the series, however in these cases it has usually referred to physical abilities rather than magic. This classification is also found in ''[[Final Fantasy Tactics Advance]]'' under the job class Ninja, although in the game itself, the naming is Ninja Skill.


'''[[Dark Arts]]''', appearing only in ''[[Final Fantasy V Advance]]'', is magic utilized by the secret Necromancer job class. To learn this magic, a Necromancer must defeat an enemy that knows the spell. The Dark Arts are often expensive to use, but they are among the strongest spells within the game.
===Geomancy===
{{Main|Geomancy}}
The Character Class geomancer uses very different spells compared to the other classes. They can control the environment around them. Geomancers were first introduced in ''[[Final Fantasy III]]''. In most of the games they appear in, the magic manifests itself as a single command (in ''Final Fantasy III'' the command was called ''Terrain'') that uses the spell for the terrain the character is currently fighting in. In ''Final Fantasy III'', there was also a chance that a very powerful shadow-based spell would be cast.


'''[[Arcane Magic]]''' (also named Arcana) was first introduced in ''[[Final Fantasy X-2]]'' as the magic used by [[Dark Knight]]s. It is also one of the five magic classes in ''[[Final Fantasy XII]]''. This class of magic features unusual offensive and debilitating such as Confuse, Death, Dark and Gravity, as well as buffs such as Bubble and spells with both offensive and support uses such as Berserk, Drain and Syphon. Arcane Magic overlaps mainly with Black Magic, although it also includes. The first ''Arcane Mage'' appears in ''[[Final Fantasy Tactics A2: Grimoire of the Rift]]'' as a [[Nu Mou]]-specific job.
''[[Final Fantasy VI]]'' had a slightly different form of Geomancy with Mog's ''Dance'' command. Mog learned a dance for every terrain he fought in, and by performing that dance he could use the spells of that terrain.


'''[[Green Magic]]''' was introduced in ''Final Fantasy XII'', and was formerly known as Yin-Yang magic in ''Final Fantasy Tactics''. Green magic consists of spells that affect a character's status, with positive or negative effects. Green magic includes spells such as Protect, Shell, Blind, Silence, and Poison. There's a first true [[Green Mage]] as a job class for the [[Viera]] in ''Final Fantasy Tactics A2: Grimoire of the Rift''.
===Green Magic===
{{Main|Green Magic}}
Green Magic was introduced in ''Final Fantasy XII'', and was formerly known as [[Yin-Yang]] magic in ''Final Fantasy Tactics''. Green magic consists of spells that affect a character's status, with positive or negative effects. Green magic includes spells such as Protect, Shell, Blind, Silence, and Poison.


'''[[Mystic Arts]]''' was introduced in ''[[Final Fantasy Tactics: War of The Lions]]''. Having all the spells of Green Magic, the Mystic Arts differs with Absorption Spells (invigoration and rejuvenate) which focus of transferring HP or MP from a target to the user.
===Arcane Magic===
{{main|Arcane Magic}}
The Arcane magic class was first introduced in ''[[Final Fantasy X-2]]'' as the magic used by the ''Dark Knight'' dress sphere.  It is also one of the five magic classes in ''[[Final Fantasy XII]]''. This class of magic features spells such as Death, Dark, Gravity, Bubble and Berserk.


===Magic-like abilities===
===Spellblade===
Throughout the course of the series, there have been many magic-like abilities that are not strictly called magic. They usually do not require MP to use. In ''[[Final Fantasy III]]'', many classes have a spell-like ability unique to that class. For example, Dark Knights can use Souleater/Darkness to attack all enemies at once at the cost of their own HP, and Warriors can Advance to increase their attack power while sacrificing defense. Magic-like abilities also include "special/skill" (''Final Fantasy X'') and "technicks" (''Final Fantasy XII''). Some examples are the command abilities [[Devour]], [[Treatment]], and [[Recover]] (''Final Fantasy VIII'') and certain abilities gained by equipping [[materia]] (''Final Fantasy VII''). Limit Breaks may also have effects similar to magic spells.
{{Main|Spellblade}}
Mystic Knights in ''Final Fantasy V'' use the ability Spellblade to endow an equipped sword with an offensive magic spell (as such both Flare and Holy can be used, even though they are from different magic classes), or with status-harmful spells (such as Poison or Sleep). When they strike the enemy with the enchanted blade it engulfs the enemy with the selected spell as well as slicing them. Spellblade is classified as a type of magic in ''Final Fantasy V'', however, in another game featuring it, ''Final Fantasy IX'', the spell is actually cast by a magician onto another character's sword (Vivi casts spells onto Steiner's blades). In ''Final Fantasy XI'' Red Mages can cast En-spells (examples: Enfire, Enwater, etc.) onto their own weapons. In ''Final Fantasy Tactics Advance'', the Gladiator class has the Spellblade ability. Spellblade has classically been translated as Magic Sword for the original North American PSX releases of ''Final Fantasy V'' and ''Final Fantasy IX''.


'''[[Ninjutsu]]''', shown in both ''[[Final Fantasy IV]]'' and ''[[Final Fantasy XI]]'', deals with ninja-related abilities. It is used by [[Edward Geraldine|Edge]] in ''Final Fantasy IV'' and by adventurers sporting the [[Ninja]] class in ''Final Fantasy XI''. It deals with both supportive and offensive magic, to assist the character in battle. Some of these abilities happen to be special abilities that are in the form of a spell. Ninjutsu has been seen in other games in the series, however in these cases it has usually referred to physical abilities rather than magic. This classification is also found in ''[[Final Fantasy Tactics Advance]]'' under the job class Ninja, although in the game itself, the naming is Ninja Skill.
===Dark Arts===
{{Main|Dark Arts}}
Appearing only in ''[[Final Fantasy V Advance]]'', this is magic utilized by the Necromancer job class. To learn this magic, a Necromancer must defeat an enemy that knows the spell. The Dark Arts are often expensive to use, but they are among the strongest spells within the game.


'''[[Geomancy]]''', used by the character class geomancer, comprises very different spells compared to the other classes. They can control the environment around them. Geomancers were first introduced in ''[[Final Fantasy III]]''. In most of the games they appear in, the magic manifests itself as a single command (in ''Final Fantasy III'' the command was called ''Terrain'') that uses the spell for the terrain the character is currently fighting in. ''[[Final Fantasy VI]]'' had a slightly different form of Geomancy with Mog's [[Dance]] command. Mog learned a dance for every terrain he fought in, and by performing that dance he could use the spells of that terrain. Geomancy also appeared in ''[[Final Fantasy Tactics Advance]]'' as a support ability that boosts a [[Black Mage]]'s magical spells.
===Miscellaneous===
Other minor para-magics have appeared several times throughout the series.


'''[[Song]]s''' are classified as magic in ''[[Final Fantasy V]]''. Bards generally use magic for support, but ''Alluring Air'' confuses enemies, while [[Romeo's Ballad]] stops them, and ''Requiem'' damages undead. Bards are available in ''[[Final Fantasy XI]]'' and have MP regeneration songs and stat boosting songs. The job may not be as popular as some other advanced jobs, but Bards can be very powerful allies in large parties. The Songstress dressphere of ''[[Final Fantasy X-2]]'' allows attribute-enhancing songs to be sung with the Sing command (such as the magic-boosting [[Esoteric Melody]] or the aid to evasion [[Matador's Song]]). Some of the status-inflicting dances can benefit the party as well.
*''[[Final Fantasy III]]'': Many classes have a spell-like ability unique to that class. For example, Dark Knights can use [[Souleater]] to attack all enemies at once at the cost of their own HP, and Warriors can Advance to increase their attack power while sacrificing defense.
*''[[Final Fantasy VII]]'': Some characters have magic-like limit breaks.
*''[[Final Fantasy VIII]]'': Rinoa's dog can perform tricks that most dogs can't, such as bringing people back from the dead and making them invincible; normal spells are considered para-magic that are only available by junctioning with Guardian Forces.  Also, Seifer can seemingly shoot fireballs in his limit breaks, and Selphie's Limit Break consists of using random amounts of spells.


[[Category:Game mechanics]]
[[Category:Game mechanics]]

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