# Final Fantasy V/Magic and skills
## Magic divided in levels
### White Magic

There are 18 White spells divided into 6 tiers of 3 each. Each White ability earned lets you cast spells from an additional tier with the White ability equipped, so you can cast White spells at any level with the White 6 ability. A W. Mage can cast any White spell. Red Mages can cast White spells in the first three tiers but no further. Again, each Red ability earned lets you cast spells from an additional tier with the Red ability equipped. Unless otherwise noted, all White spells are reflected by targets with Reflect status.
| Tier | Spell | MP | Type | Effect |
| 1 | Cure | 4 | 1Heal | Power: 15 This is the basic healing spell. Restores at least 60 HP with more according to the caster's Mag.Pwr and level. Damages Undead enemies. |
| 1 | Poisona (Antidote) | 2 | 3Heal | Cures "poison" status from the target. |
| 1 | Libra (Scan) | 1 | 5Disable | Reveals the targets level, current HP, maximum HP, elemental weaknesses, and some status effects. Some enemies are immune or partially immune. A reflected Scan does not show level. |
| 2 | Protect (Protes) | 3 | 4Support | Causes "protect" status; target's physical defence is increased. |
| 2 | Mini (Size) | 5 | 4Support / Disable | Inflicts or cures "mini" status. |
| 2 | Silence (Mute) | 2 | 5Disable | Inflicts "mute" status; target is unable to use magic. |
| 3 | Cure2 (Cura) | 9 | 1Heal | Power: 45 Upgraded healing spell. Restores about three times as much HP as Cure. |
| 3 | Raise | 29 | 2Heal | Cures "knocked out" status and restores a small amount (1/16) of HP. Instantly fatal to Undead enemies unless immune. The reflected spell has no effect on allies. |
| 3 | Confuse (Muddle) | 4 | 5Disable | Inflict "confused" status; target will attack other enemies or even itself. |
| 4 | Esuna (Heal) | 6 | 3Heal | Cures all negative statuses, except for "knocked out" and "doom". |
| 4 | Blink (Image) | 6 | 4Support | Causes "image" status; target will dodge next two physical attacks. |
| 4 | Shell | 6 | 4Support | Target's magical defence is increased. |
| 5 | Cure3 (Curaga) | 27 | 1Heal | Power: 90 Restores full health if a single target. Restores about four times as much HP as Cure2 for group targets. If target is undead then reduces HP to critical unless immune. |
| 5 | Reflect (Wall) | 15 | 4Support | Causes "reflect" status; enemy spells are reflected to caster. |
| 5 | Berserk | 8 | 4Support | Causes "berserk" status; target will automatically execute physical attacks, without need to choose from menu. Especially useful if cast on basic fighters job. |
| 6 | Arise | 50 | 2Heal | Cures "knocked out" status and restores full health. Same effect as Raise and Cure3 together. The reflected spell has no effect on allies. |
| 6 | Dispel | 12 | 5Disable | Removes a variety of (mostly) positive status effects (Float, Image, Bersrk, Regen, Slow, Haste, Stop, Shell, Protes, Reflect). Dispel is not reflected. |
| 6 | Holy | 20 | 6Attack | Power: 240 Holy-element magical attack. |

### Black Magic

Like White Magic, Black Magic is divided into 6 tiers of 3 each, and each Black ability earned adds another tier to the spells you can cast with the Black ability equipped. Red mages can also cast Black spells, but again, only up to third tier. Unless otherwise noted, all Black spells are reflected by targets with Reflect status. Since Black spell are usually hostile, the damage done is reduced according to the Magic Defense of the target.
| Tier | Spell | MP | Type | Effect |
| 1 | Fire | 4 | 3Attack (elemental) | Element: fire, power: 15. |
| 1 | Ice | 4 | 3Attack (elemental) | Element: ice, power: 15. |
| 1 | Bolt | 4 | 3Attack (elemental) | Element: lightning, power: 15. |
| 2 | Poison | 2 | 3Attack (elemental) | Inflict Poison status; target loses HP every turn. |
| 2 | Sleep | 3 | 2Disable | Inflict Sleep status; target skips its turn until awakened. |
| 2 | Toad | 8 | 1Support / Disable | Cures or inflicts "toad" status; same as "mini" and "mute" statuses together. |
| 3 | Fire2 | 10 | 3Attack (elemental) | Element: fire, power: 50. |
| 3 | Ice2 | 10 | 3Attack (elemental) | Element: ice, power: 50. |
| 3 | Bolt2 | 10 | 3Attack (elemental) | Element: lightning, power: 50. |
| 4 | Drain | 13 | 6Attack (non-elemental) | Damages target and restore the same HP to the caster. |
| 4 | Break | 15 | 5Attack (instant defeat) | Inflicts "petrified" status. Instantly fatal to enemies unless immune. |
| 4 | Bio | 16 | 3Attack (elemental) | Damages target and inflicts "poison" status. |
| 5 | Fire3 | 25 | 3Attack (elemental) | Element: fire |
| 5 | Ice3 | 25 | 3Attack (elemental) | Element: ice |
| 5 | Bolt3 | 25 | 3Attack (elemental) | Element: lightning |
| 6 | Flare | 39 | 6Attack (non-elemental) | Non-elemental attack spell. |
| 6 | Death | 29 | 5Attack (instant defeat) | Instantly kills the the target unless evaded or immune. |
| 6 | Osmose | 1 | 2Disable | Reduce target's MP and restore the same MP to the caster. |

### Spellblade Magic

With two exceptions, all swords spells are the same as Black spells, the difference being that the spell is cast on a sword and then the sword casts the spell on the target whenever it is used to attack. The exceptions are that the Black spell Toad is replaced by the White spell Mute, and the Black spell Doom is replaced by the White spell Holy. The effects of Sword spells are similar to that of the corresponding Black (or White) spell, with a major advantage being that Sword spells do not have to be recast. A disadvantage is that the caster uses up a turn casting the spell before actually attacking.

### Time Magic

Time Magic, as well, is divided into 6 tiers of 3 each, and each Time ability earned adds another tier to the spells you can cast with the Time ability equipped. Unless otherwise noted, all Time spells are reflected by targets with Reflect status.
| Tier | Spell | MP | Type | Effect |
| 1 | Speed | 1 | 3Support | Target will take turns more often. |
| 1 | Slow | 3 | 4Disable | Inflicts "slow" status; target will take turns less often. |
| 1 | Regen | 3 | 1Heal | Causes "regenerate" status; target's HP gradually restores. |
| 2 | Mute | 3 | 4Disable | Inflicts "mute" status; target is unable to use magic. |
| 2 | Haste | 5 | 3Support | Causes "haste" status; target will take turns twice as often. |
| 2 | Float | 10 | 2Field / Support | Prevent damage from floor traps; in battle, prevent earth-elemental damage. |
| 3 | Demi | 9 | 5Attack | Reduces target's HP to half of the current HP. |
| 3 | Stop | 8 | 4Disable | Inflicts "stop" status; target skips its turn until status fades away. |
| 3 | Teleport | 15 | 2Field / Support | Teleport back to the dungeon entrance; in battle, escape from battle. |
| 4 | Comet | 7 | 5Attack | Cannot be reflected. |
| 4 | Slow2 | 9 | 4Disable | Inflicts "slow" status to all enemies. |
| 4 | Return | 1 | 3Support | Go back in time to start of current battle. |
| 5 | Demi2 | 18 | 5Attack | Reduces target's HP to a quarter of the current HP. |
| 5 | Haste2 | 15 | 3Support | Causes "haste" status to all party. |
| 5 | Old | 4 | 4Disable | Inflicts "old" status; target's attributes decrease progressively. |
| 6 | Meteor | 42 | 5Attack | Multi-target Comet; cannot be reflected. |
| 6 | Quick | 77 | 3Support | Caster can choose and perform two actions in the same turn. |
| 6 | Banish | 20 | 5Attack | Instantly defeats target. |

### Summon Magic

Summon Magic, as well, is divided into tiers of 3 each, and each Summon ability earned adds another tier to the spells you can cast with the Time ability equipped. In this case there are only 5 tiers.
| Tier | Spell | MP | Type | Effect |
| 0 | Eggman | 0 | (Null) | This is the spell the Magic Lamp item casts when it has been used 32 times or more. It has no effect. |
| 1 | Remora: Constrict | 2 | 3Attack & Disable | Inflicts "paralysis" status. |
| 1 | Chocobo: Chocobo Kick | 5 | 6Attack (non-elemental) | Chocobo Kick damages a single enemy. Occasionally Fat Chocobo is performed instead; this does more damage to all enemies. |
| 1 | Sylph: Whisperwind | 8 | 1Attack & Heal | Damages an enemy and restores the same HP, distributed evenly, to allies. |
| 2 | Shiva: Diamond Dust | 10 | 4Attack (elemental) | Element: ice |
| 2 | Ifrit: Hellfire | 11 | 4Attack (elemental) | Element: fire |
| 2 | Ramuh: Judgement Bolt | 12 | 4Attack (elemental) | Element: lightning |
| 3 | Titan: Gaea's Wrath | 25 | 4Attack (elemental) | Element: earth |
| 3 | Golem: Earthen Wall | 18 | 2Support | Prevents all physical damage to allies. |
| 3 | Catoblepas: Demon Eye | 33 | 5Attack (instant defeat) | Inflicts "petrified" status; target is instantly defeated. |
| 4 | Carbuncle: Ruby Light | 45 | 2Support | Causes "reflect" status to all allies. |
| 4 | Syldra: Thunderstorm | 32 | 4Attack (elemental) | Element: wind |
| 4 | Odin: Vengeance Sword | 48 | 5Attack (instant defeat) | Instanty defeats all enemies; if any one enemy is immune to instant defeat, then Odin performsJavelin, which attacks a single enemy. |
| 5 | Phoenix: Rebirth Flames | 99 | 1Attack & Heal | Fire-elemental attack on all enemies, and at the same time restores knocked out allies to full health. |
| 5 | Leviathan: Tsunami | 39 | 4Attack (elemental) | Element: water |
| 5 | Bahamut: Mega Flare | 66 | 6Attack (non-elemental) | Attacks all enemies. |

## Other magic
### Blue

There are 30 Blue spells which can be cast by Blue Mages and characters with the !Blue ability equipped. These spells must be learned from enemies. This happens when an enemy casts the spell on a Blue Mage or a character with the Learning ability equipped. For beneficial spells, the enemy will only cast it on other enemies and you can only learn the spell by inflicting Muddle. In some cases, the enemy will not cast the spell spontaneously at all and you must use the Control ability. Unless otherwise noted, Blue Magic spells are not reflected.
| Spell | MP | Effect | Location |
| Vampire | 2 | Healing/Attack: restores half the HP lost by the caster by draining the same amount from the target (for example, if the caster has 120/300 HP, the amount of HP lost is 180. 90 HP would be drained from the target and 90 HP would be restored to the caster). | |
| Transfusion | 13 | Healing: sacrifices the caster's life to restore full health to an ally. | |
| White Wind | 28 | Healing: heal all allies. | Zu (must be controlled) |
| Moon Flute | 3 | Support: grants Berserk status on all allies. | |
| Mighty Guard | 72 | Support: grants Float, Protect and Shell to all allies. | |
| Magic Hammer | 3 | Disable: reduces the target's current MP to half. | Drippy (Drakenvale |
| Pond's Chorus | 5 | Disable: inflicts Toad status (same as the Black spell Toad). | Elf Toad (Walz Watertower) |
| Lilliputian Lyric | 5 | Disable: inflicts Mini status (same as the White spell Mini). | |
| Flash | 7 | Disable: inflicts Dark status on all enemies. | |
| Time Slip | 9 | Disable: inflicts Old and Sleep status on single enemy. | |
| Lv.2 Old | 11 | Disable: inflicts Old status on target if its level is a multiple of 2. | |
| Off-Guard | 19 | Disable: reduce target's Def. and MDef. to half. | |
| Dark Spark | 27 | Disable: reduces the level of the target by half for the duration of the battle (in effect, this reduces the damage done by physical attacks and most attack spells, and reduces the effect of Healing spells). | Black Spark |
| Mind Blast | 6 | Disable/Attack: inflicts Paralyze and Sap and deals damage. | |
| Death Claw | 21 | Disable/Attack: inflicts Paralyze and reduces HP of target to critical. | Iron Claw (Karnak Castle) Trent (Forest near X-Death's castle, World II), Blockhead (Forest near X-Death's castle, World II), WingKiller (Big Bridge), WaterScorp (Ocean, World III). |
| Flame Thrower | 5 | Attack (Fire): deals Fire damage | |
| Aero | 4 | Attack (Wind): deals Wind damage | Mauldwin (Wind Temple, Sunken tower), Defeater (Fire Ship), Magissa (Boss). |
| Aera | 10 | Attack (Wind): deals Wind damage | Enchanted Fan (Ronkan Ruins) |
| Aeroga | 24 | Attack (Wind): deals Wind damage | |
| Roulette | 1 | Attack (instant defeat): randomly select an ally or enemy and kill instantly. | |
| Doom | 10 | Attack (instant defeat): after 30 seconds, it instantly kills the target. | |
| Lv.5 Death | 22 | Attack (instant defeat): instantly kills target if its level is a multiple of 5. | |
| Goblin punch | 0 | Attack (non-elemental): physical attack, has 8 times the power if the target and the caster have the same level. | |
| Self-Destruct | 1 | Attack (non-elemental): Sacrifices the caster's life to do damage to an enemy equal to the caster's current HP. | |
| ???? | 3 | Attack (non-elemental): deals damage to the target equal to the HP lost by the caster (if the caster has 120/300 HP, then 180 HP damage will be done to the target). | |
| Missile | 7 | Attack (non-elemental): reduces the targets current HP to a quarter. | |
| Lv.4 Graviga | 9 | Attack (non-elemental): reduces target HP to 1/4 of max if the target's level is a multiple of 4. | |
| Lv.3 Flare | 18 | Attack (non-elemental): casts Flare on target if the target's level is a multiple of 3. | |
| 1000 Needles | 25 | Attack (non-elemental): deals a flat 1000 HP damage to the target. | |
| Aqua Breath | 38 | Attack (non-elemental): Non-elemental attack on all enemies; deals increased damage to desert dwelling monsters. | |

### Dance

There are four possible Dance spells which are invoked using the Dance ability or attacking with Dancing Dirk. Three are similar to other spells but do not require MP. You have no control over which spell is cast but you do select the target.
Three equipment parts modify the Dance command by replacing the very useful "Tempting Tango" with the less useful "Sword Dance". Anyway, such items have other advantages.
| Dance | Effect | Notes |
| Tempting Tango | Inflicts "confuse" on the enemy. | Always useful. |
| Mystery Waltz | Reduces the enemy's MP and replenishes the Dancer's ones. | Useful when fighting against magic users. |
| Jitterbug Duet | Damages the enemy and restores the Dancer's health. | Useful when the Dancer is low on HP. |
| Sword Dance | Attacks the enemy four times, with no special effect. | Not very useful: the Dancer isn't a damage-dealing job anyway. |

### Song

There are eight songs which can be used by Bards. Four of these must be sung continuously and take effect gradually. This induces the Singing status, which continue until the singer is interrupted by a physical attack. If the singer is interrupted, the effect does not disappear but stops growing. The effect will continue to grow if the song is sung again.
| Song | Duration | Effect | Location |
| Mighty March | Short | Heal: grants Regen status to all allies. | Crescent Village (in minstrel's house) |
| Sinewy Etude | Continuous | Support: character's Vigor increases gradually; thus, damage caused by physical attacks gradually increases. | Crescent (merged world) |
| Swift Song | Continuous | Support: character's Speed increases gradually; thus, character's action gradually become faster. | Castle Surgate, king's chamber |
| Mana Paean | Continuous | Support: character's Magic attribute increases gradually; thus, effects caused by magic spell gradually increase. | Library of the Ancients, top floor (merged world) |
| Hero's Rime | Continuous | Support: character's Level increases gradually; thus, effects of spells and attacks gradually increase. The effect is in addition to the the effects due to Power Song and MP Song. This effect does not apply when the character is the target of an attack or spell. In particular, character still show his/her unmodified level when scanned. | Crescent, in Minstrel's house, after playing every piano |
| Romeo's Ballad | Short | Disable: inflicts "stop" status. | Istory |
| Alluring Air | Short | Disable: inflicts "confusion" status. | Lix |
| Requiem | Short | Attack: damages undead enemies. | Quelb |
* ↑ "étude" is French for "study".

### Animal

These "spells" are invoked by the Animals ability (Lv 1 Ranger). There is no control over which animal is summoned, though most of them affect an entire party. While the randomness is a drawback, the 0 MP cost can make it worthwhile. Which animals are available depends on the caster's level, with new and more helpful spells being added to the mix as the character levels up. The effects of Black Shock and Lvl song are taken into account here, so you can get any animal if you let Lvl song persist before casting.
| Animal | Min. Lv. | Effect |
| Mysidian Rabbit | 1 | No effect. |
| Squirrel | 1 | Attack: single enemy. |
| Bee Swarm | 5 | Attack: all enemies. |
| Nightingale | 10 | Heal: cures blind, poison and some HP to all allies. |
| Tree Squirrel | 20 | Disable: enemies are paralyzed for a short time. |
| Falcon | 30 | Attack: single enemy; it reduces current HP by 25%. |
| Skunk | 40 | Disable: inflicts Poison and Dark on all enemies. |
| Wild Boar | 50 | Attack: single enemy. |
| Unicorn | 60 | Heal: restores full HP and MP to all allies. |

### Earth

These are spells invoked by the Earth ability. As with animal magic, there is no control over which spell is cast or the target, but no MP is used and this sometimes makes up for this drawback. Also as with animal magic, which spells are available depends on the level of the caster. At any given location there are four possible spells, with the first spell always available and new and more powerful being added to the mix as the character levels up. The second spell starts to appear at level 10, the third at level 20, and the fourth and final spell at level 50. In this case, the possible spells depend on the terrain as well. So, for example, you will get different spells if you use Earth in a forest than if you use it in a desert. The terrain types for the world map are forest, plain, beach, swamp, desert and ship, but the actual terrain depends on the specific location. Each dungeon has one or more terrains as well, so there are dozens of different terrains in the game. Though there is some overlap in the spells between terrains, there are still dozens of different terrain spells in the game. The following is only a partial list.
* Will O' Wisp
       Fire based attack on single enemy. Has a chance of inflicting Muddle status.
* Gust
       Wind based attack on single enemy.
* Stalactite
       Attack on single enemy.

### Mixing

These are spells invoked by the Mix ability. The idea is that two items are mixed and produce a new effect which combines the effects of the both items, or creates a completely new effect. There are twelve items which can be mixed; nine of them are ordinary items can can be found in shops, but the rest can only be used for mixing and can only be found as treasure or obtained from enemies as drops or using Steal. The twelve mixable items are
* Phoenix Down
* Tonic
* Ether
* Elixir
* Antidote
* Potion
* Eye Drop
* Maiden'sKiss
* Holy Water
* Turtle Shell
* Dark Matter
* Dragon Fang
The order in which the items are mixed makes no difference, which means there are 78 possible recipes. There is some overlap though so there are actually around 55 different mixing spells.

## Elements

There are eight elements in Final Fantasy V; they are Water, Wind, Earth, Holy, Poison, Bolt, Ice and Fire. Many spells and some weapons are based on an element, and this changes their potency on some enemies. In addition, if a Sword spell is cast on a weapon, the weapon acquires that element. For each enemy, there are five possible ways that the element of an attack can affect that enemy:

### Weak

    Defense against the attack is nullified and the damage done is doubled.

### Normal

    There is no change.

### Resist

    Damage reduced to half.

### Nullify

    No damage is done.

### Absorb

    Damage is changed to healing.