Amalgamation: Endgame/Magic Spells

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Spells that are usable by Seena, Hexlyia, and Naka once the scroll has been obtained. Corona's spellcasting ability will be restricted by what job she has equipped in her Main and Subjob slots. Naka will not be allowed to Multicast these spells. All spells take one whole action out of Hexlyia's action pool. Only one scroll is necessary for the entire party to know the spell. Scrolls do not take up inventory space.
Because all of this is being ported from Brave Fantasy G, I (Giga) will list it in the order Corona would unlock her jobs. Here's a link back to the previous page.

Terminology:
a.(Stat) means you use the caster's stat.
b.(Stat) means you use the target's stat.
MHP = Max Health.
MMP = Max Special Points. Remember that Stamina is a Pokemon's Special Points, and Hexlyia does not use Special Points. Everyone else uses MP.
(Element)Resistance means the amount of damage you take from that element, expressed as a decimal. For example, if you currently take 175% damage from that element, then this number is 1.75.

Honestly just use the sheet.

Geomancy

Name Cost (Special Points) Location Origin Requirements (Corona) Description/Effects
Quake 20 Nowhere Final Fantasy series Geomancer Level 2 Uses (a.INT+18)*4/EarthResistance - b.RES*3 as an undodgable attack on one enemy.
Float 8 Nowhere Final Fantasy series Geomancer Level 2 Inflicts the Float status on one ally.
Quakera 36 Nowhere Final Fantasy series Geomancer Level 8 Uses (a.INT+38)*4/EarthResistance - b.RES*3 as an undodgable attack on all enemies.
Comet 40 Nowhere Final Fantasy series Geomancer Level 8 Uses (a.INT+18)*4 - b.RES*3 as an attack on randbetween(1,4) enemies. Makes four total hits regardless of target count.
Earth's Blessing 0 Nowhere Final Fantasy 4 Geomancer Level 8 Uses b.MHP/20 as HP healing and b.MMP/20 as MP healing on all allies.
Quakega 52 Nowhere Final Fantasy series Geomancer Level 13 Uses (a.INT+76)*4/EarthResistance - b.RES*3 as an undodgable attack on all enemies.
Meteor 76 Nowhere Final Fantasy series Geomancer Level 13 Uses (a.INT+53)*4 - b.RES*3 as an attack on randbetween(1,4) enemies. Makes four total hits regardless of target count.
Floatra 16 Nowhere Final Fantasy series Geomancer Level 13 Inflicts the Float status on all allies.
Stoneskin 20 Nowhere Final Fantasy 14 Geomancer Level 13 Uses a.DEF*1.25 and a.RES*1.25 as a status effect on yourself. Stacks three times, ignores the buff limit.
Magma 87 Nowhere Final Fantasy 3 Geomancer Level 13 Uses g*4/(b.FireResistance+b.EarthResistance/2) - b.RES*3 as an undodgable attack on one or all enemies. g=(a.INT+128) if one enemy, g=(a.INT+128)/2 if all enemies.

Green Magic (deals in status effects, so this link will be helpful)

Name Cost (Special Points) Location Origin Requirements (Corona) Description/Effects
Astra 8 Final Fantasy Tactics Advance Green Magic Lv2 Protects the target from one debuff. Does not protect from status effects.
Fear 5 Bravely Default Green Magic Lv4 75% chance to roll for Dread on one enemy. Dread status prevents you from using Brave, Defend or Default, and prevents you from otherwise using more than one action per turn.
Imp 10 Final Fantasy 5 Green Magic Lv7 Toggles Imp status on one target. Imp status sets all of your main stats to 1, unless you are using Imp equipment.
Toad 46 Final Fantasy 2 Green Magic Lv6 Toggles Toad status on one target. Toad status sets all of your physical stats (ATK, DEF) to 1, and prevents you from casting any spells other than Toad.
Mini 28 Final Fantasy 4 Green Magic Lv4 Toggles Mini status on one target. Mini status sets all of your physical stats to 1.
Pig 16 Final Fantasy 4 Green Magic Lv5 Toggles Pig status on one target.
Blind 12 Final Fantasy 1 Green Magic Lv2 Rolls for Blind on one target.
Blindga 24 Green Magic Lv6 Rolls for Blind on one party.
Oil 17 Final Fantasy Tactics Green Magic Lv2 Inflicts Oil on one target. Oil status triples the damage of Fire element attacks used on the afflicted, and is removed by Fire element attacks and Handkerchiefs.
Auspice 48 Final Fantasy 11 Green Magic Lv6 Inflicts Auspice on all allies. Auspice status multiplies all damage dealt by 1.5, and gives all damaging actions the Holy element.
Old 18 Final Fantasy 5 (the status) Green Magic Lv4 If the target is vulnerable to Instant Death, inflicts Aging on the target.
Silence 4 Final Fantasy 1 Green Magic Lv1 Rolls for Silence on one target.
Silencega 7 Green Magic Lv5 Rolls for Silence on one party.
Sleep 13 Final Fantasy 1 Green Magic Lv1 Rolls for Sleeping on one target.
Sleepga 29 Final Fantasy 1 Green Magic Lv5 Rolls for Sleeping on one party.
Dispel 30 Final Fantasy 1 Green Magic Lv2 Removes all buffs and positive status effects from one target.
Dispelga 66 Green Magic Lv6 Removes all buffs and positive status effects from one party.
Poison 9 Green Magic Lv1 Rolls for Poison on one target.
Poisonga 21 Green Magic Lv4 Rolls for Poison on one party.
Paralyze 12 Green Magic Lv2 Rolls for Paralysis on one target.
Paralyzga 26 Green Magic Lv6 Rolls for Paralysis on one party.
Float 6 Final Fantasy 4 Green Magic Lv3 Inflicts Float on one target.
Reflect 30 Final Fantasy 3 Green Magic Lv4 Inflicts Reflect on one target.
Break 25 Final Fantasy 1 Green Magic Lv3 33% chance to roll for Petrification on one target.
Breakga 50 Green Magic Lv6 12.5% chance to roll for Petrification on one party.
Berserk 22 Final Fantasy 4 Green Magic Lv2 Rolls for Berserk on one target. If the target is already Berserked, removes Berserk.
Bubble 51 Green Magic Lv7 Doubles one party member's maximum HP until the end of battle.
Toxify 60 Green Magic Lv5 Rolls for Toxic one one target. This works like the status effect in Pokemon, and does not stack with Sap or Poison. Uses Poison resistance for the roll.
Reprisal 25 Green Magic Lv2 Inflicts Reprisal on one target, hopefully an ally. Reprisal status removes the failure condition (i.e. being hit with the wrong attack, evasion) from all counterattacks the afflicted makes. If a counterattack is possible, it succeeds.
Confuse 23 Green Magic Lv2 Rolls for Confusion on one target.
Zombie 31 Green Magic Lv4 Rolls for Zombie on one target.
Leap 11 Green Magic Lv1 Forces the target to use the Dragoon command Jump, interrupting their turn if they hadn't taken it yet.
Jump makes the target Untargetable and Incorporeal for one turn, and makes them deal a.ATK*4 damage if they are not using a spear, and a.ATK*6 damage if they are using a spear, on the closest enemy. This can not ignore the boundaries of the map, though - if the closest enemy is past a tile listed as Out of Bounds, the attack does not connect, but the Untargetable and Incorporeal statuses do still get applied.
Diazepam 8 Green Magic Lv3 Buff the target's accuracy by 30%.
Fog 11 Green Magic Lv2 Uses a.INT*4-b.RES*3 as a typeless attack that ignores evasion, and inflicts Silence.
Animus Incite 1 Final Fantasy 11 Green Magic Lv1 Inflicts [Target] Incite on one target. Makes A.I. enemies more likely to attack the target.
Animus Camouflage 2 Final Fantasy 11 Green Magic Lv1 Inflicts [Target] Camoflauge on one target. Makes A.I. enemies less likely to attack the target.
Addle 67 Green Magic Lv7 Inflicts the Forgetfulness status effect for three turns. More powerful than the Pig spell because it doesn't check resistances.
Firestorm 65 Green Magic Lv3 Inflicts Firestorm and Fire Weakness on all battle participants. Firestorm makes Fire element attacks used by the inflicted deal 1.5x damage. Fire Weakness overrides the inflicted's Fire resistance, and makes them weak to it. Only one Storm effect may be applied at one time.
Pyrohelix 25 Green Magic Lv5 Uses a.INT*4*/b.FireResistance - b.RES*3 as an undodgable attack on one enemy, or a.INT*2*/b.FireResistance - b.RES*3 as an undodgable attack on all enemies.
Thunderstorm 65 Green Magic Lv3 Inflicts Thunderstorm and Elec Weakness on all battle participants. Thunderstorm makes Thunder element attacks used by the inflicted deal 1.5x damage. Elec Weakness overrides the inflicted's Thunder resistance, and makes them weak to it. Only one Storm effect may be applied at one time.
Ionohelix 25 Green Magic Lv5 Uses a.INT*4*/b.ElecResistance - b.RES*3 as an undodgable attack on one enemy, or a.INT*2*/b.ElecResistance - b.RES*3 as an undodgable attack on all enemies.
Hailstorm 65 Green Magic Lv3 Inflicts Hailstorm and Ice Weakness on all battle participants. Hailstorm makes Ice element attacks used by the inflicted deal 1.5x damage. Ice Weakness overrides the inflicted's Ice resistance, and makes them weak to it. Only one Storm effect may be applied at one time.
Cryohelix 25 Green Magic Lv5 Uses a.INT*4*/b.IceResistance - b.RES*3 as an undodgable attack on one enemy, or a.INT*2*/b.IceResistance - b.RES*3 as an undodgable attack on all enemies.
Windstorm 65 Green Magic Lv3 Inflicts Windstorm and Wind Weakness on all battle participants. Windstorm makes Wind element attacks used by the inflicted deal 1.5x damage. Wind Weakness overrides the inflicted's Wind resistance, and makes them weak to it. Only one Storm effect may be applied at one time.
Anemohelix 25 Green Magic Lv5 Uses a.INT*4*/b.WindResistance - b.RES*3 as an undodgable attack on one enemy, or a.INT*2*/b.WindResistance - b.RES*3 as an undodgable attack on all enemies.
Duststorm 65 Green Magic Lv3 Inflicts Duststorm and Earth Weakness on all battle participants. Duststorm makes Earth element attacks used by the inflicted deal 1.5x damage. Earth Weakness overrides the inflicted's Earth resistance, and makes them weak to it. Only one Storm effect may be applied at one time.
Geohelix 25 Green Magic Lv5 Uses a.INT*4*/b.EarthResistance - b.RES*3 as an undodgable attack on one enemy, or a.INT*2*/b.EarthResistance - b.RES*3 as an undodgable attack on all enemies.
Aurorastorm 65 Green Magic Lv3 Inflicts Aurorastorm and Light Weakness on all battle participants. Aurorastorm makes Light element attacks used by the inflicted deal 1.5x damage. Light Weakness overrides the inflicted's Light resistance, and makes them weak to it. Only one Storm effect may be applied at one time.
Luminohelix 25 Green Magic Lv5 Uses a.INT*4*/b.LightResistance - b.RES*3 as an undodgable attack on one enemy, or a.INT*2*/b.LightResistance - b.RES*3 as an undodgable attack on all enemies.
Voidstorm 65 Green Magic Lv3 Inflicts Voidstorm and Dark Weakness on all battle participants. Voidstorm makes Dark element attacks used by the inflicted deal 1.5x damage. Dark Weakness overrides the inflicted's Dark resistance, and makes them weak to it. Only one Storm effect may be applied at one time.
Noctohelix 25 Green Magic Lv5 Uses a.INT*4*/b.DarkResistance - b.RES*3 as an undodgable attack on one enemy, or a.INT*2*/b.DarkResistance - b.RES*3 as an undodgable attack on all enemies.
Petrifact 19 Green Magic Lv5 Rolls for Gradual Petrification on one target. Gradual Petrification functions the same as Doom, but inflicts Petrification when the timer runs out. Uses Petrification resistance. Generally lasts three turns.
Doom 20 Green Magic Lv4 Rolls for Doom on one target.
Vanish 40 Final Fantasy 6 Green Magic Lv6 Rolls for the Vanish status effect on one target. Vanish is identical to Invisible, even using the same resistances, but is still unique for the purposes of Good Joker Doom.
Blink 13 Green Magic Lv3 Inflicts two stacks of the Blink status effect on one target.
Blaze Spikes 12 Green Magic Lv2 Inflicts the Blaze Spikes status effect on yourself. Blaze Spikes forces you to use a.ATK*2 - b.DEF as a Fire element counterattack when hit by an attack that is reduced by b.DEF. Lasts 10 turns. Only one Spikes effect may be applied at one time.
Dread Spikes 18 Green Magic Lv3 Inflicts the Dread Spikes status effect on yourself. Dread Spikes forces you to use a.ATK*2 - b.DEF as a Drain element counterattack, and gain the amount of damage dealt as HP, when hit by an attack that is reduced by b.DEF. Lasts 10 turns. Only one Spikes effect may be applied at one time.
Ice Spikes 12 Green Magic Lv2 Inflicts the Ice Spikes status effect on yourself. Ice Spikes forces you to use a.ATK*2 - b.DEF as an Ice element counterattack when hit by an attack that is reduced by b.DEF. Lasts 10 turns. Only one Spikes effect may be applied at one time.
Shock Spikes 12 Green Magic Lv2 Inflicts the Shock Spikes status effect on yourself. Shock Spikes forces you to use a.ATK*2 - b.DEF as an Electric element counterattack when hit by an attack that is reduced by b.DEF. Lasts 10 turns. Only one Spikes effect may be applied at one time.
Sap 66 Green Magic Lv7 Rolls for Sap on one target. Uses Poison resistances. Sap is equal to Burning + Poison, does not persist outside of battle, and stacks with both Burning and Poison. Lasts forever.

White Magic

Name Cost (Special Points) Location Origin Requirements (Corona) Description/Effects
Sight 0 White Magic Lv1 View the entire world map, and your location on it.
Raise White Magic Lv1
Arise White Magic Lv1
Reraise White Magic Lv1
Banish White Magic Lv1
Banishra White Magic Lv1
Banishga White Magic Lv1
Cure White Magic Lv1
Cura White Magic Lv1
Curaga White Magic Lv1
Curaja White Magic Lv1
Dia White Magic Lv1
Diara White Magic Lv1
Diaga White Magic Lv1
Diaja White Magic Lv1
Basuna White Magic Lv1
Basunaga White Magic Lv1
Esuna White Magic Lv1
Esunaga White Magic Lv1
Libra White Magic Lv1
Protect White Magic Lv1
Protectra White Magic Lv1
Protectga White Magic Lv1
Protectja White Magic Lv1
Shell White Magic Lv1
Shellra White Magic Lv1
Shellga White Magic Lv1
Shellja White Magic Lv1
Barrier White Magic Lv1
Barriera White Magic Lv1
Barrierga White Magic Lv1
Refresh White Magic Lv1