Use Timespace spells with the Time Mage's !Timespace command. Most Timespace magic can be reflected. The exceptions are Comet, Meteor, Quick, and spells with no particular target (Speed, Mute, Teleport, and Return).
For brevity's sake, on this page I'm shortening magic defense to MDef, evade rate to evade, magic evade rate to MEvd, and magic power to magic.
The basic damage formula for pretty much everything is Damage = (A - D) * M. It's what goes into A, D, and M that makes things interesting.
Since M acts as a damage multiplier, anything that modifies M modifies final damage. Modifiers to A and D have more complicated effects on final damage because A and D are compared to each other on the way to computing final damage. Note that most calculations are truncated (rounded down).
If a spell does not automatically hit, then it has a (hit rate)% chance per target to succeed. Each target then has an additional MEvd% chance to avoid it even if a success is determined.
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スピード | Speed | MP: 1 | Price: 30 |
Affects combat speed. According to a post by Silktail in the GameFAQs FFV SNES message board that Terii Senshi's Algorithms FAQ quotes, casting Speed has the same effect as going into the options menu and setting battle speed to 5, but only affects the current battle. In short, this puts about two seconds of pause time after a character's command window appears, giving you a chance to select an action before any "real" time goes by. If this is correct, then casting Speed at battle speed 5 has no effect, and at battle speed 6 it actually decreases the pause time. Speed can be found under Worus Castle long before it's available in stores, for what it's worth. |
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スロウ | Slow | MP: 3 | Price: 80 |
Sets 'slow' status on one enemy or ally. Also removes 'haste' if successful. Hit rate = (95 + user's level - target's level)%. |
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リジェネ | Regene[rate] | MP: 3 | Price: 100 |
Adds 'regenerate' status to one ally or enemy. Always hits unless target is immune. |
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ミュート | Mute | MP: 3 | Price: 320 |
Prevents magic from working for the remainder of combat. Doesn't work in certain battles (mostly bosses), but always works otherwise. Blocks all skills and spells in White Magic, Black Magic, Timespace, Summon, Magic Sword, and Sing. Some bells also fail. Blue Magic, other enemy skills, and spells cast by weapons still work normally. Has no effect on other magic-like abilities, which oddly enough includes !Call. |
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ヘイスト | Haste | MP: 5 | Price: 320 |
Sets 'haste' status on one ally or enemy. Always hits unless target is immune. Also removes 'slow' if successful. |
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レビテト | Levitate | MP: 10 | Price: 300 |
Adds 'levitate' status to one or all allies or enemies. Always hits each target that is not immune. Levitate can be found in Surgate Castle long before it's available in stores. |
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グラビデ | Gravity | MP: 9 | Price: 620 |
Removes 1/2 of current HP from one enemy or ally. Always fails on Heavy targets. Hit rate = (99 + user's level - target's level)%. |
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ストップ | Stop | MP: 8 | Price: 580 |
Sets 'stop' status on one enemy or ally. Hit rate = (90 + user's level - target's level)%. |
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テレポ | Telepo[rt] | MP: 15 | Price: 600 |
In battle, escapes combat. Otherwise, returns the party to the world map. The first use is nothing you can't get through skills, but the second can be a handy timesaver. |
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コメット | Comet | MP: 7 | Price: 3000 |
Random damage to one enemy or ally. Always hits. Damage is unaffected by the caster's level or stats. A = Random(50, 200), D = MDef, M = 8. In other words, damage is always in the range 400 to 1600 if the target has 0 MDef. |
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スロウガ | Slowga | MP: 9 | Price: 3000 |
Sets 'slow' status on all enemies or allies. Also removes 'haste' if successful. Hit rate = (80 + user's level - target's level)%. |
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リターン | Return | MP: 1 | Price: 3000 |
Restarts the current battle. Everything reverts to its previous state. Useful if things are going poorly, but moreso when trying to steal rare items. If you get the common one, just cast Return and try again. |
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グラビガ | Graviga | MP: 18 | Price: 6000 |
Removes 7/8 of current HP from one enemy or ally. Always fails on Heavy targets. Hit rate = (99 + user's level - target's level)%. |
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ヘイスガ | Hastega | MP: 18 | Price: 6000 |
Sets 'haste' status on all allies or enemies. Always hits each target that is not immune. Also removes 'slow' if successful. |
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オールド | Old | MP: 4 | Price: 6000 |
Sets 'aging' status on one enemy or ally. Hit rate = (90 + user's level - target's level)%. |
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メテオ | Meteor | MP: 42 | Price: n/a |
Four hits of random damage to random (enemy) targets. Always hits. Damage is unaffected by the caster's level or stats. A = Random(50, 200), D = MDef, M = 14. In other words, damage for each hit is always in the range 700 to 2800 if the target has 0 MDef. Meteor can't be bought. It must be won in the {ocean trench}. |
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クイック | Quick | MP: 77 | Price: 10,000 |
The caster gets two more turns immediately. Time stops for everyone else. Always works unless cast while already in effect. Casting Quick seems to have an effect comparable to setting 'stop' status on all other combatants until the two extra turns are complete. This causes some odd behavior when combined with status effects. Any status effects effects on the caster that wear off over time ('silence', 'paralysis', 'stop', 'reflect', and 'slip') will do so normally, but will not expire on any other combatants. Damage from 'poison' status and recovery from 'regenerate' status continue to work on the caster, and only the caster. 'Slip' works differently and contunues to take effect on anyone with the status. This leads to some interesting possibilities for abuse. A character with 'slip' or 'regenerate' can cast Quick, then just sit there and wait for 'slip' to wear off or 'regenerate' to heal as desired. 'Slip' not wearing off from other combatants takes the the exploit prize, though. Cast Bio to 'slip' your opponents (nothing is immune!), then Quick before it wears off. Wait. The enemy will (eventually) die of it. Now that's just mean. |
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デジョン | Dejon | MP: 20 | Price: 10,000 |
According to numerous Japanese sites, デジョン is believed to be short for ディメンション = "dimension". Eliminates one enemy or ally. Always fails on Heavy targets, but ignores 'incapacitated' immunity, making it better than Death in some situations. Hit rate = (50 + user's level - target's level)%. |
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