Spells, their descriptions, and attempted translations from...

Final Fantasy VI

Except where otherwise noted, spells cannot be used outside of battle, are reflectable (with 'reflect' status), can be sealed (by Celes's Magicseal Sword skill), work normally on undead targets, are affected by the target's magic defense, are half as effective when used on multiple targets, and are blockable (through magic evasion). All spells are, of course, magical rather than physical.

Defense-ignoring magic attacks disregard the following factors that normally affect magic: attacker 'transform' status, target magic defense, target 'shell' status, and target 'transform' status. Usually it's the target magic defense that matters most here, reducing defendable magic damage by about (MDef / 256)%. Defense-ignoring magic also disregards critical hits, but since spells can only critical when cast by a weapon that gets automatic critical hits, which applies only to Flare as cast by the Ragnarök and Holy as cast by the Lightbringer, this only matters for a Flare spell from the Ragnarök.

Power to cost ratio gives a relative measure of how much bang (damage or healing) you get for your buck (MP cost). All power to cost ratios assume a single target (since some magic can only have a single target, while most others have half the effect per target with multiple targets). Summons and spells use the same scale, but trying to compare those that are defense-ignoring with those that aren't is meaningless. Defense-ignoring effects typically have a lower power, resulting in seemingly poor ratios, but more than make up for by avoiding several steps of damage calculation that typically lower final effectiveness.


魔法 Magic
 
こうげき Attack Attack

Attack magic covers every damage type except Water, though Wind only comes mixed with Flame in the Melton spell. Additionally, Holy and Earth only appear in a single spell each, neither of which is available until fairly late in the game. However, there are always other ways to use these damage types, such as special character abilities or elemental weapons.

Of the three mainstay elements in attack magic, the Ice spells are always (marginally) the strongest in their power class, while two out of three Thunder spells are (just as marginally) the weakest, despite having the highest cost. The Flame spells are always both the least expensive and the most efficient, even Fira, which is weaker than either Blizzara or Thundara. However, Poison is a better early choice for both cost and power, and Holy and (usually) Flare are more economical later on (assuming in all cases that there's no need to hit multiple targets). Of course, if your opponent has a weakness, it usually makes sense to target that regardless. And it goes without saying that Ultima will wreck anything's day once it's available.

○ ファイア
 炎属性のダメージ魔法
○ Fire
Flame magic damage
○ Fire
 Fire-elemental attack

4 MP. Flame magic damage at 21 power to one or all enemies or allies (one side). 150 hit rate. Power to cost ratio is 5.250.

○ ブリザド
 冷気属性のダメージ魔法
○ Blizzard
Ice magic damage
○ Ice
 Ice- elemental attack

5 MP. Ice magic damage at 22 power to one or all enemies or allies (one side). 150 hit rate. Power to cost ratio is 4.400.

○ サンダー
 雷属性のダメージ魔法
○ Thunder
Thunder magic damage
○ Bolt
 Lightning-elemental attack

6 MP. Thunder magic damage at 20 power to one or all enemies or allies (one side). 150 hit rate. Power to cost ratio is 3.333.

○ ポイズン
 敵を毒におかします
○ Poison
 Afflicts enemy with poison
○ Poison
 Poisons an enemy

3 MP. Poison magic damage at 25 power and 'poison' status to one enemy or ally. 100 hit rate. Power to cost ratio is 8.333, best of any learnable attack magic.

○ ドレイン
 敵からHPを吸収します
○ Drain
 Absorbs HP from enemy
○ Drain
 Drains HP from an enemy

15 MP. Transfers HP from one enemy or ally to the caster at 38 power, but reverses when used on undead targets. Never takes more HP than needed to max out the caster (if the target is undead, to max out the target instead). 120 hit rate, unreflectable. Power to cost ratio is 2.533.

○ ファイラ
 炎属性のダメージ魔法
○ Fira
Flame magic damage
○ Fire 2
 Fire-elemental attack

20 MP. Flame magic damage at 60 power to one or all enemies or allies (one side). About three times as strong as Fire, and identical except for power and cost. 150 hit rate. Power to cost ratio is 3.000.

○ ブリザラ
 冷気属性のダメージ魔法
○ Blizzara
Ice magic damage
○ Ice 2
 Ice-elemental attack

21 MP. Ice magic damage at 62 power to one or all enemies or allies (one side). About three times as strong as Blizzard, and identical except for power and cost. 150 hit rate. Power to cost ratio is 2.952.

○ サンダラ
 雷属性のダメージ魔法
○ Thundara
Thunder magic damage
○ Bolt 2
 Lightning-elemental attack

22 MP. Thunder magic damage at 61 power to one or all enemies or allies (one side). About three times as strong as Thunder, and identical except for power and cost. 150 hit rate. Power to cost ratio is 2.773.

○ バイオ
 毒属性のダメージ魔法
○ Bio
Poison magic damage
○ Bio
 Poison-elemental attack

26 MP. Poison magic damage at 53 power and 'poison' status to one or all enemies or allies (one side). 120 hit rate. A bit more than twice as strong as Poison, but much less efficient. Power to cost ratio is 2.038, the worst of any learnable attack magic that doesn't ignore defense.

○ ファイガ
 炎属性のダメージ魔法
○ Figa
Flame magic damage
○ Fire 3
 Fire-elemental attack

51 MP. Flame magic damage at 121 power to one or all enemies or allies (one side). About six times as strong as Fire, and identical except for power and cost. 150 hit rate. Power to cost ratio is 2.372.

○ ブラザガ
 冷気属性のダメージ魔法
○ Blizzaga
Ice magic damage
○ Ice 3
 Ice-elemental attack

52 MP. Ice magic damage at 122 power to one or all enemies or allies (one side). About six times as strong as Blizzard, and identical except for power and cost. 150 hit rate. Power to cost ratio is 2.346.

○ サンダガ
 雷属性のダメージ魔法
○ Thundaga
Thunder magic damage
○ Bolt 3
 Lightning-elemental attack

53 MP. Thunder magic damage at 120 power to one or all enemies or allies (one side). About six times as strong as Thunder, and identical except for power and cost. 150 hit rate. Power to cost ratio is 2.264.

○ ブレイク
 敵1体を石にかえます
○ Break
 Turns one enemy to stone
○ Break
 Turns an enemy to stone

25 MP. Sets 'petrified' status on one enemy or ally. 120 hit rate, but always fails on targets immune to instant death, and stamina can also block this.

○ Break has high accuracy, but like most petrifying attacks, it fails if the target is immune to instant death, not just if immune to 'petrified'. This frequently makes it inferior to ○ Death, which only checks the former, but at least ○ Break can kill undead monsters if they lack immunity.

○ デス
 敵を即死させます
○ Death
 Makes enemy die instantly
○ Doom
 Dispatches an enemy

35 MP. Sets 'incapacitated' status on one enemy or ally, dropping HP to zero. 95 hit rate, but always fails on targets immune to instant death, and stamina can also block this. Fully heals undead targets instead of killing them.

Note that you can use ● Raise to instantly kill undead enemies. Not only does it eliminate them, it costs less, never misses, and can't be reflected.

○ ホーリー
 聖なる属性ダージ魔法
○ Holy
Holy magic damage
○ Pearl
 Pearl-elemental attack

[rant]Sorry, but... "pearl"? Changing "Death" to "Doom" is bad enough, but... "pearl"...?? I suppose the spell does look kind of like pearls, but... "pearl"!? If there's really something wrong with "holy"—and I've never understood why there would be—why not "light" or "purify" or even "smite"?[/rant]

40 MP. Holy magic damage at 108 power to one enemy or ally. 150 hit rate. Power to cost ratio is 2.700, efficient for its strength.

○ フレア
 魔法防御無視のダメージ魔法
○ Flare
 Magic damage that ignores magic defense
○ Flare
 Barrier-piercing attack

Ignoring magic defense is not the same as piercing barriers. That makes it sound unreflectable, which it is not. Why not "Defense-piercing attack"?

45 MP. Defense-ignoring magic damage at 60 power to one enemy or ally. 150 hit rate. Power to cost ratio is 1.333, defense-ignoring.

○ グラビデ
 敵のHPを 1/2にする
○ Gravity
 Halves enemy HP
○ Demi
 Cuts an enemy's HP in half

33 MP. Halves one enemy's current HP (round fractions up). 120 hit rate, unreflectable, but fails on targets immune to instant death, and stamina can also block this attack.

○ グラビガ
 敵のHPを 1/4にする
○ Graviga
 Quarters enemy HP
○ Quartr
 Cuts an enemy's HP by 3/4

48 MP. Reduces the HP of each enemy (both sides) to 1/4 of its current amount (round fractions up). 100 hit rate, unreflectable, but fails on targets immune to instant death, and stamina can also block this attack.

Power to cost ratio doesn't really apply here, but you're getting 50% more damage than Gravity for less than 50% extra cost, and targeting all enemies at once on top of that. While Graviga does have less accuracy against targets with any magic evade, this makes no difference to stamina blocking.

○ デジョン
 敵を他次元に消し去ります
○ Dejon
 Banishes enemy into another dimension
○ X-Zone
 Sends an enemy into the X-Zone

According to numerous Japanese sites, デジョン is believed to be short for ディメンション = "dimension".

53 MP. Sets 'incapacitated' status on all enemies (one side), dropping HP to zero. Delays dying counterattacks when it succeeds, which usually means canceling them outright. 85 hit rate and unreflectable, but fails on targets immune to instant death, and stamina can also block this. This spell has less accuracy than the comparable Odin and Raideen kill-all summons, but also costs less and doesn't have a one-try-per-battle limit.

○ メテオ
 敵全てにダメージ
○ Meteor
 Damage on all enemies
○ Meteor
 Damages multiple enemies

62 MP. Unblockable defense-ignoring magic damage at 36 power to all enemies (both sides). Inflicts full damage to multiple targets. Unreflectable and can't be sealed. Power to cost ratio is 0.581, defense-ignoring.

This hits a bit stronger than a multi-targeted Flare would, and while it costs more, it also also bypasses reflection, evasion, and sealing.

○ アルテマ
 敵全てにダメージ
○ Ultima
 Damage on all enemies
○ Ultima
 Damages multiple enemies

80 MP. Unblockable defense-ignoring damage at 150 power to all enemies (both sides). Unreflectable. Power to cost ratio is 1.875, defense-ignoring.

Ultima is arguably overpowered, with the highest power of any learnable spell and ignoring defense on top of that. The cost is a bit high (though frankly it's low for the output), but the main drawback of the spell is how hard it is to learn. Only the Genjuu Ragnarök and the Hero's Shield teach it, both at a rate of x1, and getting one requires either passing up an extremely powerful sword or spending hours purifying a cursed shield. Tina can learn the spell naturally, but not until level 99, so that's no easier. Ultima has another, less obvious, weakness: Celes can absorb it with Magicseal Sword.

○ クエイク
 敵味方全てに地属性ダメージ
○ Quake
Earth damage to all enemies and allies
○ Quake
 Unfocused Earth-elemental
attack

50 MP. Unblockable defense-ignoring Earth magic damage at 110 power to all enemies and allies (both sides). Always misses targets with 'levitate' status, which includes most enemies that appear to be flying. Unreflectable and can't be sealed. Highest power to cost ratio of any defense-ignoring spell: 2.220, defense-ignoring.

Drawbacks or not, Quake has nearly three quarters of the power that Ultima does. Try casting it when all allies can absorb, negate, or simply avoid the damage...

○ トルネド
 敵味方全てに瀕死ダメージ
○ Tornado
 Near-death damage to all enemies and allies
○ W Wind
 Unfocused near-fatal attack

75 MP. Reduces the HP of each enemy and ally (both sides) to 1/16 of its current amount (round fractions up). 100 hit rate, unreflectable, and can't be sealed, but fails on targets immune to instant death, and stamina can block this attack.

○ メルトン
 敵味方全てに防御無視の炎
○ Melton
 Defense-ignoring flames on all enemies and allies
○ Merton
 Unfocused piercing fire attack

85 MP. Unblockable defense-ignoring Flame / Wind magic damage at 138 power to all enemies and allies (both sides). Unreflectable and can't be sealed. Power to cost ratio is 1.624, defense-ignoring.

The name is believed to be short for "meltdown".

Melton has nearly as much raw power as Ultima does. Try combining it with equipment that absorbs or negates Flame or Wind damage...

 
かんせつ Indirect Effect
◎ ライブラ
 敵1体のHP・弱点をさぐる
◎ Libra[ry]
 Probes one enemy's HP and weaknesses
◎ Scan
 Displays an emeny's HP/weak
point

3 MP. Displays current and maximum HP and MP, level, and any weaknesses of one enemy or ally. 222 hit rate.

◎スロウ
 スピードをおそくします
◎ Slow
 Slows speed
◎ Slow
 Slows battle speed

5 MP. Sets 'slow' status on one enemy or ally. 120 hit rate.

◎ ラスピル
 MPにダメージをあたえます
◎ Raspir
 Inflicts damage on MP
◎ Rasp
 Damages MP

The name appears to be a modification of "Aspir", below.

12 MP. Damages one enemy or ally's MP at 12 spell power. 150 hit rate. Power to cost ratio doesn't mean much, but here it is anyway: 0.833.

◎ サイレス
 沈黙させます
◎ Silence
 Causes silence
◎ Mute
 Silences target

8 MP. Sets 'silence' status on one enemy or ally. 100 hit rate.

◎ プロテス
 防御力を上げます
◎ Protect
 Raises defense power
◎ Safe
 Raises defense

It's more "protess" than "protect", but close enough given that the JP spell names are limited to 4 kana. Possibly short for "protection".

12 MP. Sets 'protect' status on one ally or enemy. Unblockable.

◎ スリプル
 眠らせます
◎ Sleepel
 Causes sleep
◎ Sleep
 Puts target to sleep

Not sure of the name on this one. Might be short for "sleep" and something else, but... what? Possibly just a random modification for style.

5 MP. Sets 'sleep' status on one enemy or ally. 111 hit rate.

◎ コンフュ
 混乱させます
◎ Confu[se]
 Causes confusion
◎ Muddle
 Confuses target

8 MP. Sets 'confusion' status on one enemy or ally. 94 hit rate, low enough to occassionally miss even targets with no magic evade.

◎ ヘイスト
 スピードを速くします
◎ Haste
 Quickens speed
◎ Haste
 Raises battle speed

10 MP. Sets 'haste' status on one ally or enemy. Unblockable.

◎ ストップ
 敵の動きを止めます
◎ Stop
 Stops enemy's movement
◎ Stop
 Stops an enemy

10 MP. Sets 'stop' status on one enemy or ally. 100 hit rate.

◎ バーサク
 バーサク状態にします
◎ Berserk
 Causes berserk condition
◎ Bserk
 Casts Berserk on target

16 MP. Sets 'berserk' status on one ally or enemy. 150 hit rate.

◎ レビテト
 浮きます
◎ Levitate
 Floats
◎ Float
 Makes target float

17 MP. Sets 'levitate' status on one or all allies or enemies (one side). Unblockable and unreflectable. Usable outside of combat.

◎ カッパー
 カッパにしたり もどしたり
◎ Kappa
 Turn into or restore from kappa
◎ Imp
 Changes to/from "Imp"

A kappa is a kind of mythical Japanese water creature. They often harass humans, ranging from harmless pranks to widespread destruction. A kappa is not the same as an imp.

10 MP. Toggles 'kappa' status on one ally or enemy. 100 hit rate. Usable outside of combat.

◎ リフレク
 魔法を跳ね返すバリアを張る
◎ Reflec[t]
 Erects a barrier that rebounds magic
◎ Rflect
 Casts a magic barrier on target

The NA description could at least give some idea of what this magic barrier does....

22 MP. Sets 'reflect' status on one ally or enemy. Unblockable.

◎ シェル
 魔法防御力を上げます
◎ Shell
 Raises magic defense
◎ Shell
 Raises magic defense

15 MP. Sets 'shell' status on one ally or enemy. Unblockable.

◎ バニシュ
 姿を消します
◎ Vanish
 Removes from sight
◎ Vanish
 Renders target invisible

18 MP. Sets 'transparent' status on one ally or enemy (or removes it, since magic clears the status). Can't be blocked or reflected.

◎ ヘイスガ
 味方複数のスピードをアップ
◎ Hastega
 Ups speed of multiple allies
◎ Haste2
 Speeds up entire party

38 MP. Sets 'haste' status on one or all allies or enemies (one side), though why you would choose just one is a mystery. Unblockable.

◎ スロウガ
 敵数体のスピードを下げます
◎ Slowga
 Lowers speed of multiple enemies
◎ Slow 2
 Slows multiple enemies

26 MP. Sets 'slow' status on one or all enemies or allies (one side), but why would you choose just one...? 150 hit rate, more difficult to block than Slow.

◎ アスピル
 敵からMPを吸収します
◎ Aspir
 Absorbs MP from enemy
◎ Osmose
 Absorbs MP from an enemy

As noted on numerous Japanese sites, アスピル (ASUPIRU) appears to be short for "aspirate", to remove something by suction.

Osmosis is a natural process in which liquids pass through semi-permeable membranes from solutions with lower concentrations to solutions with higher concentrations, until the concentrations even out on each side of the membrane. It doesn't apply very well to this spell, even if you consider magic a liquid, since it's a transfer by force and has nothing to do with the concentration of magic. If "aspirate" was too obscure, why not use "absorb" or "siphon"?

1 MP. Transfers MP from one enemy or ally to the caster at 26 power, but reverses when used on undead targets. 150 hit rate, unreflectable. Never takes more enough MP than needed to max out the caster (if the target is undead, to max out the target instead). Power to cost ratio is largely meaningless given the special purpose of the spell, but here it is anyway: 26.000.

◎ テレポ
 ダンジョン・戦闘から脱出
◎ Telepo[rt]
 Escape from dungeons, combat
◎ Warp
 Escape from dungeons/battles

20 MP. In combat, makes the entire party flee. Always succeeds, even when surrounded, unless at least one surviving opponent has the 'can't flee' flag, which makes it impossible to run from combat. Outside of combat, in most areas with random monster encounters (besides the world map), it teleports the party to the entrance. Usable outside of combat, of course. Can't be blocked, reflected, or sealed.

◎ クイック
 2回コマンド入力出来ます
◎ Quick
 Can enter commands twice
◎ Quick
 Allows double commands

99 MP. Immediately after casting, the caster gains two bonus turns. Until these two turns conclude, time effectively stops, allowing the user to act at complete leisure without anything else happening. Quick will fail if cast during one of these bonus turns, which makes sense since it would otherwise make for an incredible exploit, especially if combined with the Three Stars accessory. Can't be blocked, reflected, or sealed.

Since time stops during the turns granted by Quick, Cayenne can charge up to any Deathblow Sword skill desired without anything happening in the meantime, though whether this is worthwhile is questionable. For the more magically inclined, combining Quick with the Soul of Thamasa accessory lets a character cast five spells essentially at once by using Quick as the second spell (any spell + Quick on the normal turn, followed by two spells on each bonus turn). Combining with the Three Stars accessory negates the considerable MP expenditure otherwise needed. However, never cast Quick as your first spell when using a Soul of Thamasa. The second spell will count as using up your first extra turn, leaving you with only the second bonus turn to use normally.

◎ デスペル
 有効ステータスを解除します
◎ Dispel
 Cancels active status
◎ Dispel
 Maintains poor status

I think that takes the prize for the NA version's most confusing description.

25 MP. Removes 'transparent', 'decoy', 'berserk', 'regenerate', 'slow', 'haste', 'stop', 'shell', 'protect', 'reflect', 'reraise', and 'levitate' status from one enemy or ally. Can't be blocked or reflected, which is good since otherwise it wouldn't be of much use for removing 'reflect'. Can be used outside of combat, although the only statuses it affects that last that long are 'transparent' and 'levitate', which you might prefer to keep.

 
かいふく Recovery Healing
● ケアル
 HPを回復します
● Cure
 Recovers HP
● Cure
 Recovers HP

5 MP. Heals one or all allies or enemies (one side) at 10 power. Unblockable, ignores defense, and damages undead targets. Usable outside of combat. Power to cost ratio is 2.00, defense-ignoring, making this the most efficient of the three healing spells.

● ケラルラ
 HPを回復します
● Cura
 Recovers HP
● Cure 2
 Recovers HP

25 MP. Identical to Cure except for cost and its power of 28. Power to cost ratio is 1.12, defense-ignoring, making this the least efficient.

● ケラルガ
 HPを回復します
● Curega
 Recovers HP
● Cure 3
 Recovers HP

40 MP. Identical to Cure except for cost and its power of 66. Power to cost ratio is 1.65, defense-ignoring.

● レイズ
 戦闘不能を回復します
● Raise
 Recovers from incapacitated
● Life
 Recovers life

30 MP. Removes 'incapacitated' status and recovers 1/8 of target's max HP (ignores defense) for one ally or enemy. Kills undead targets. Unblockable and unreflectable, but misses all undead targets with 'incapacitated' status and all non-undead targets without 'incapacitated' status, displaying as blocked when the target has a shield that activates spell blocking animations. Usable outside of combat.

The Vanish/Doom bug also affects spells that should automatically miss unless the target is incapacitated, so Raise and Araise will work on living targets with 'transparent' status, healing their usual amount.

● アレイズ
 戦闘不能から完全回復します
● Araise
 Recovers completely from incapacitated
● Life 2
 Restores life and HP/MP

Silly NA version, Araise doesn't recover any MP, just combat ability and full HP.

60 MP. Removes 'incapacitated' status and recovers all HP. Identical to Raise except for power and cost.

● ポイゾナ
 毒ステータスを治します
● Poisona
 Cures poison status
● Antdot
 Cures poisoning

3 MP. Removes 'poison' and 'slip' status from one ally. Unblockable and unreflectable. Usable outside of combat.

● エスナ
 障害ステータスを治します
● Esuna
 Cures harmful status
● Remedy
 Cures status ailments

The prevailing theory on Japanese sites is that Esuna is short for 永久ステータスを治す (eikyuu SUTEETASU wo naosu, cures permanent status). The goes back to FF2, where it could cure only persisting status effects and existed alongside Basuna, which only cured status effects that wore off after combat; the 'ba' likely came from バトル中 (BATORU chuu, during battle). Esuna has since become a more general-purpose status-curing spell, but the name stuck.

15 MP. Removes 'darkness', 'poison', 'petrified', 'silence', 'confusion', 'slip', 'sleep', 'slow', and 'stop' status from one ally. Unblockable and unreflectable. Usable outside of combat.

For comparison purposes, the Panacea item will not remove 'confusion', 'sleep', 'slow', or 'stop', but will remove 'kappa', which Esuna doesn't.

● リジェネ
 少しずつを回復させます
● Regene[rate]
 Causes gradual recovery
● Regen
 Gradually recovers HP

10 MP. Sets 'regenerate' status on one ally. Unblockable.

● リレイズ
 戦闘不能になるのを防ぎます
● Reraise
 Prevents becoming incapacitated
● Life 3
 Protects from wound

50 MP. Sets 'reraise' status on one ally. Unblockable and unreflectable.


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