Inflicts Zombie on one target, forcing them to take damage from curative abilities.Īllows target to cast two spells in a single turn.Īllows target to cast three spells in a single turn. Inflicts Petrify on the target, turning them into stone until cured. Inflicts Berserk on the target, increasing their physical strength but causing them to attack enemies indiscriminately and uncontrollably. Inflicts Confuse on the target, causing them to choose random abilities and target random units. Inflicts Silence on the target, preventing them from casting spells. Inflicts Darkness on the target, causing their physical attacks to miss more often. Inflicts Sleep on the target, preventing them from taking action until they are physically struck or otherwise wake up. Reveals Level, HP, elemental affinities and detailed information on strategy and/or personality on the target.
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Removes all negative status ailments from one target except Doom. Revives a target from Knocked Out status and restores 100% of their HP.īestows Regen on one target, allowing them to gradually recover HP over time. Revives a target from Knocked Out status and restores 25% of their HP. Restores a major amount of HP on one target. Restores a moderate amount of HP on one target. Restores a minor amount of HP on one target. Inflicts extreme non-elemental damage on all units in the targeted party. Hits ten random units in the targeted party for random damage. Inflicts extreme non-elemental damage on one target. Inflicts extreme Holy-elemental damage on one target. Inflicts major Wind-elemental damage on all units in the targeted party. Inflicts major Earth-elemental damage on all units in the targeted party. Inflicts damage equal to 25% of the target's current HP on one target. Inflicts moderate Poison-elemental damage and inflicts the Poison status ailment, causing them to take damage after they take a turn. Inflicts moderate Wind-elemental damage on one target. Inflicts moderate Water-elemental damage on one target. Inflicts major Thunder-elemental damage on one target. Inflicts moderate Thunder-elemental damage on one target.
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Inflicts minor Thunder-elemental damage on one target. Inflicts major Ice-elemental damage on one target. Inflicts moderate Ice-elemental damage on one target. Inflicts minor Ice-elemental damage on one target. Inflicts major Fire-elemental damage on one target. Inflicts moderate Fire-elemental damage on one target. Inflicts minor Fire-elemental damage on one target. List of spells Click on individual spells for more info. Spells can also be cast via the Draw command by choosing Draw → Cast, but these will have very high damage variance: Some spells can be cast via other means than the Magic command, including Selphie's Slot and Rinoa's Angel Wing Limit Breaks (the spells are not used from the spell inventory), or via Stone-type items. GFs of the same element as the spell tend to gain compatibility, where as GFs of opposite element tend to lose it. Infliction% = Infliction% - Status Defense + 200 Status Defense starts at 100 (0%) and the cap is 200 (100%).Ĭasting magic can affect compatibility with the Guardian Forces currently junctioned to the caster. Status ailment spells have no spell power, but their effectiveness is calculated by the following formula: If (Status Defense >= 200) Target does not get the status else: Infliction% = Magic Stat/4 - Target's Spirit/4 Shell reduces both offensive and curative spells' effectiveness. The healing spells' healing amount (or damage to undead targets) is determined by the following formula:
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The command is sealed if the user is silenced, or in Ultimecia Castle until the party unlocks it by defeating a boss.īase damage calculation for magic spells is:Įach spell has its own spell power, apart from Demi that works by draining a quarter of the target's current health. The player can discard spells from a character's spell list by pressing / and then confirming. Spells are stocked and used up individually, and each party member has an individual stock of spells which can be divided between the party in the menu. Each character has a magic spell inventory that can store 32 different spells, each as high as 100 units. The player must acquire some spells by drawing them from enemies and draw points, or by refining them from items. To equip the command, the party member must equip a Guardian Force that knows the Magic command and set it in the character menu.