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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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==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 Magic|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]]''
|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.
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 types of magic===
===Other types of magic===
'''[[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.
'''[[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. Spellblade is classified as a type of magic in ''Final Fantasy V'', however, in another game featuring it, ''Final Fantasy IX'', it is a combination attack between Vivi the black mage and Steiner the knight. 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. In ''Final Fantasy Tactics: War of The Lions'', Templars Beowulf and Aliste have the Spellblade command. Spellblade has classically been translated as Magic Sword for the original North American [[PlayStation]] releases of ''Final Fantasy V'' and ''Final Fantasy IX''. It is also used by Genesis in ''Crisis Core: Final Fantasy VII''.


'''[[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.
'''[[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.


'''[[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.
'''[[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.


'''[[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.
'''[[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.

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