MP ( stat ) MP , which can stand for Magic Points , Magick Points , Mana Points , or Mist Points , is a stat in many games of the " Final Fantasy " series . MP is the measure of how many spells a character can cast . Every time a character casts a spell , an MP cost is deducted from their Maximum MP value . When a character runs out of MP , they will not be able to cast any more spells , and will have to resort to their weapon or another form of attack . Various items such as Ether and resting with a Tent or at an Inn will restore MP . Naturally , stronger spells tend to have higher MP costs . Some games have summon magic which uses MP , but not always . Not every game has MP . " Final Fantasy " ( the original version for the NES , WonderSwan remake , and " Origins " releases only ) and " Final Fantasy III " feature a " Charge " system , in which characters equip spells purchased at a shop . There are eight " levels " of spells , and each level can only be used a certain number of times . Each character can only equip a certain amount of spells per level . " Final Fantasy VIII " utilizes a draw system , in which spells must be stocked . Casting a spell uses up one stock of that spell . A few games , including " Final Fantasy XIII " and " Dissidia Final Fantasy " , have no MP system , and as such magic spells can be cast at no cost . Various abilities and equipment can alter how MP is consumed . The Gold Hairpin , for example , often halves the MP cost of spells . In " Final Fantasy VII " , the MP Turbo Support Materia increases the strength of a spell or Summon by increasing the MP cost of the spell in return . Abilities can be used to increase maximum MP by certain percentages as well . The One MP Cost ability cuts MP cost down to one , and the No MP Cost ability eradicates the need of MP altogether . The traditional cap for MP is 999 , but in some games it can be boosted to 9 , 999 with the Break MP Limit ability . MP is traditionally replenished with Ether s , of which stronger variants may exist depending on each game . Magic costs also apply to magically - inclined enemies . When an enemy ' s magic reserves are depleted , they can no longer cast spells or use enemy abilities that require MP . Some enemies will automatically be defeated when they run out of MP or when the part depleted the enemy ' s MP by using magic - damaging skills . Magic Hammer , Rasp , and Osmose are spells that traditionally reduce only the unit ' s MP rather than HP . Appearances . " Final Fantasy " . In the " " and " 20th Anniversary " versions , the original " spell level " - based magic system was dropped in favor of the Magic Point - based system used in more recent " Final Fantasy " games . Although spells are still classified at certain levels for some purposes ( characters can still only be equipped with three of the four available spells of any given level , for instance ) , as a new feature , every spell is assigned a point value . When cast , that value is subtracted from a total number of MP that applies to all spells known by a character . How much MP a character has depends on their level and job . The mage - type jobs have the most MP . " Final Fantasy II " . MP makes its debut in the series , where spells now require a specific number of MP to be cast that is equal to the spell level . It is unique due to the fact that the actions in battle craft the characters ' skills . The chance to gain an increase in maximum MP is based on how much MP is lowered from the start of the battle . How much MP is gained is equal to the character ' s Magic stat . The player can purposefully lower party members ' MP by using Sap or Osmose , or by using Swap with another character with low MP . MP is capped at 999 . " Final Fantasy III " . " Final Fantasy III " returns to using the Charge system of the original " Final Fantasy " : this time , however , it is called MP . " Final Fantasy IV " . Every character has a predetermined job and every character has a unique stat growth . Mage type characters have more MP than physical attackers . Tellah ' s MP never increases above 90 to prevent him from casting Meteor , which costs 99 MP , for storyline purposes ( although it is possible to overcome this in the recent remakes by using a Soma Drop on him ) . " Final Fantasy IV - Interlude - " . MP returns in the sequel to " Final Fantasy IV " , and works the same way as it did in that game . The exact same magic system as the original " Final Fantasy IV " returns , with the exception of Bands . Bands are attacks that combine two or more characters ' powers into one powerful attack , using up a specific amount of MP on all characters involved . " Final Fantasy V " . The unit ' s MP depends on the job they are using and the character ' s level . Because the character ' s Magic Power affects their overall MP , mage type jobs have much more MP than melee type jobs . Upon mastering the jobs , however , the job ' s MP boost is added to the Freelancer job . The White Mage and Black Mage can learn MP Plus % abilities to further boost the unit ' s max MP . Oracle ( GBA version only ) has the best MP of all the jobs , and the Summoner has the best MP of all the original jobs . Monk and Berserker have the least MP . Bonuses to Magic Power due to equipment are not added to the MP formula . " Final Fantasy VI " . Characters ' HP and MP stats are the only ones to increase by leveling up ; in order to increase the other stats , the player must equip an Esper that gives a stat growth bonus . There are Espers that boost a character ' s MP on level up as well , them being Phantom ( MP + 10 % ) , Fenrir ( MP + 30 % ) and Crusader ( MP + 50 % ) . The characters ' base MP growth is similar and there are no significant differences between characters , although Relm Arrowny has statistically the highest base MP and Sabin has the lowest base MP . Umaro has no MP as he cannot cast magic . The base MP growth increases until it peaks at around level 50 , characters earning + 17 MP per level up , and from there the base MP growth declines earning only + 6 MP per level up on level 90 , from where it picks up again for the last 9 levels , gaining + 13 MP when leveling up from 98 to 99 . However , it is easy to max MP out quickly with the Esper abilities , which are especially potent on higher levels . The Celestriad relic makes all magic spells , lores , and summons cost 1 MP . There are some monsters that can die when their MP hits 0 . If Gau is using these monster ' s Rages , he too can be KO ' d through his MP . " Final Fantasy VII " . Characters gain more MP upon leveling up . The amount of MP gained per level up depends on the character . Aeris has the highest MP gain , and Barret has the lowest . MP is one of the few stats Vincent excels in , being surpassed only by Aeris . The exact amount of MP gain via leveling up is randomized at each gained level , but the game is programmed in a manner the characters never stray too far from the intended average . List of characters ' possible minimum and maximum MP on Level 99 from " Final Fantasy VII " FAQ / Walkthrough by Absolute Steve . The game is programmed in such a manner it is impossible to attain both , the absolutely highest natural HP and absolutely highest natural MP on the same character simultaneously . For a guide on how to max out the characters ' MP read " Final Fantasy VII " FAQ / Walkthrough by Absolute Steve . MP can ' t be boosted by Sources like most other stats . Max MP can be boosted by equipping Magic and Summon Materia ; depending on the Materia in question , the boost is either MP + 2 % , + 5 % , + 10 % , + 15 % and the Knights of Round boosts max MP by + 25 % . The MP Plus Materia can increase max MP to to + 100 % when stacked . There is also the HP↔MP Materia that switches the character ' s HP and MP , setting the max HP to 999 and MP to 9999 . The most MP a spell can use is 255 , a cap that is reached by pairing certain Materia with MP Turbo . MP is recovered by MP recovery items like Ether , Turbo Ether , Elixir and Megalixir , and Red XIII can accumulate MP by some of his Limit Breaks . The player can also absorb MP from enemies with Magic Hammer or by the Ghost Hand item . " Dirge of Cerberus - Final Fantasy VII - " . Vincent has 100 MP . MP consumption / gain : " Crisis Core - Final Fantasy VII - " . Zack has a base MP he can increase by leveling up . Zack ' s base stats are fixed by his level . The below values are from " Crisis Core - Final Fantasy VII - " FAQ / Walkthrough by Absolute Steve . What is unique , is that Zack can break his MP limit even without equipping the Break MP Limit ability to twice his maximum MP if he gets a power surge from the Digital Mind Wave during Modulating Phase . With Feathered Cap he can set the natural break limit to triple his maximum MP . The break is nullified and Zack ' s MP set back to the base maximum if he drinks the promotional Potion at the Shinra Headquarters lobby . Zack can increase his base MP by equipping accessories that grant MP boosts . However , Materia is the game ' s primary means of stat enhancement , especially through the Materia Fusion system . By adding certain items into the Fusion process , the player can boost the Materia ' s stats to their liking , although it takes a lot of SP for the highest stat boosts . MP + 999 % is the highest MP stat boost a Materia can have . Zack can set his MP limit to 9 , 999 with certain equipment . 9 , 999 is the absolute maximum , and the DMW power surges can ' t bring it above that point either . MP is rendered obsolete by the game ' s end as Zack gains the ability to permanently equip the No MP Cost effect . " Final Fantasy IX " . The characters ' max MP is calculated by the following formula : The MPMod used in the formula depends on the character ' s level . Characters with high Magic Power like Vivi have the best MP . The only way for a character to improve their MP is to level up , or equip the MP + 10 % and MP + 20 % support abilities , which are not available for every character . Every character has abilities that use MP , and melee fighters can equip the MP Attack support ability to expend MP on physical attacks to deal increased damage . The Half MP ability halves MP cost . In the beginning of the game Garnet / Dagger is unable to summon her eidolons due to not having enough MP unless one level - grinds excessively . MP is restored via Ethers . Vivi can drain MP from opponents with Osmose . Quina can attack an opponent ' s MP with Magic Hammer and absorb MP with Absorb MP when s / he is targeted by opponents ' spells . " Final Fantasy X " . MP is gained by activating the MP nodes on the Sphere Grid . Characters like Yuna and Lulu have the fastest MP growth on their grid paths , although eventually every character can traverse any path on the grid . MP can be boosted further by winning MP Spheres from Vidatu or Lord Ochu at the Monster Arena , and the MP limit can be boosted up to 9 , 999 with the Break MP Limit ability . But by the game ' s end MP is made into a rather unimportant stat as weapons with One MP Cost become available and characters can use items to get the No MP Cost effect . The player can restore MP by touching a Save Sphere or via MP recovery items , the Osmose spell and via Rikku ' s mixes . The No MP Cost effect can be achieved via items or Rikku ' s mixes . " Final Fantasy X - 2 " . Every dressphere has its own stats , and the stats are fixed on the girl ' s level . Mascot has the best MP of all normal dresspheres , followed by Black Mage . The Alchemist has the lowest MP . The player can boost the girls ' MP by equipping accessories . The best accessories boost MP as much as + 100 % . The Gold Hairpin accessory and Font of Power Garment Grid grant the wearer Half MP Cost . One MP Cost is only available on the Font of Power Garment Grid after going through all the gates . No MP Cost is achieved via the Three Stars item or Ragnarok accessory . MP is recovered via items and jobs have some abilities that can replenish MP . The MP Stroll ability recovers MP as the party walk around the field . It is possible to disable enemy ' s magic casting abilities without the use of Silence by draining the enemy from MP : this method is particularly useful against Trema in the Via Infinito . The color for the MP gauge in the menu is green . " Final Fantasy XII " . The MP base value goes up as the character levels up , but upon learning new Quickenings the MP pool is first doubled , then tripled , of the base value , giving a character three MP " bars " after having learned all three of their Quickenings . The characters have a permanent Manafont ability in which they continually gain MP as they walk on the field , and in places thick in mist , the MP recovery rate is boosted . Using Quickenings and Espers expends MP bars rather than individual points . In the " International Zodiac Job System " version , Quickenings and Espers no longer drain the user ' s MP , but have their own bar instead . The characters ' MP growth on leveling up is randomized . The Max MP is determined by the following formula : The sum of characters ' MP bonus on leveling up is randomized . On levels 1 - 10 the characters receive between 3 - 5 MP when they advance a level . Between levels 11 - 29 the MP gain is between 4 - 7 , between levels 30 - 43 the MP gain is between 5 - 9 , which is the peak . After level 43 the MP gain begins to dwindle , gaining 4 - 7 MP on level up between levels 44 - 60 , 3 - 5 between levels 61 - 80 , 2 - 3 MP between levels 81 - 90 , and only 1 MP on level up above the level 90 . The MP bonuses have equal chances to be picked at random within its pool when the character levels up . The MP bonus growth can be described with the following equation : All Espers have 20 MP , but they have a permanent No MP Cost ability , so the player is free to siphon their MP to their own use . The game has an invisible Break MP Limit , as MP is not capped at 999 , despite 999 being the highest number displayed on screen . This has little advantages , however , as the means to push the MP much past the limit are limited , and when using Quickenings or summoning Espers , the player uses MP bars rather than individual points . All spells have a base MP cost , which can be reduced by purchasing augments on the License Board . MP is replenished with items , by walking around the field , and by touching a Save Crystal . During a Quickening Chain the player can activate a Mist Charge that restores MP to full , but only for the duration of the chain — MP is reduced to 0 at the end of the Quickening . The MP recharge while walking is boosted in areas with a lot of mist . The Martyr , Inquisitor and Warmage augments also restore MP when the user deals or receives damage , and the Headman restores MP when the user kills an enemy . Equipping the Dawn Shard as an accessory drops the character ' s MP to zero , and in the " International Zodiac Job System " version , prevents the player ' s Mist Gauge from rising . " Final Fantasy XIV " . MP is expended to cast spells ( unlike weaponskills , which expend TP ) . This stat is increased by a player ' s class and Piety , and so it increases in a manner similar to Health Points . " Final Fantasy XV " . MP is expended when performing several actions such as defending , warping , casting magics and using abilities from weapons and Armiger . When Noctis runs out of MP , he enters a state called Stasis , in which he won ' t be able to move until he gets his MP up . MP refills automatically or through the use of items . If Noctis warps to a safe location , the rate his HP and MP restores is augmented . Noctis can use Armiger Arsenal when at full MP . The state continuously drains MP but greatly enhances Noctis ' s battle capabilities . " Final Fantasy Type - 0 " . MP is used to cast magic . " Final Fantasy Tactics " . MP stands for Magick Points . A character ' s MP depends on which job they are currently using and which jobs they have used in the past , as the stat growth depends on the jobs in use at the time of the level up . As usual , mage type jobs have a much greater MP gain than melee jobs . " Final Fantasy Tactics Advance " . At the start of battle , the MP of every unit is zero . Each turn , a unit gains 10 MP , which can be boosted to 20 by using " MP Channeling " . Viera units ( as well as some enemies ) can use their HP instead of MP with the passive ability " Blood Price " , gained from the Spellblade job . " Final Fantasy Adventure " . MP maxes out at 99 and even if Sumo is under the maximum level and still continues to increase Wisdom , it will never increase beyond 99 . Note that MP does not increase by a static amount , it ' s influence by Wisdom . Never raising Wisdom means the player will be stuck with 6 MP throughout the entire game . " Final Fantasy Legend III " . MP is called M within the game . MP is required if the player wishes to cast spells . Upon hitting 999 in MP , a character will still gain more MP upon level up . Exceeding the limit of 999 MP , making the Mutant and Human class the more powerful classes in the game at higher levels . The only drawback is that the player will need to be at a higher level to take advantage of this , which means that it will take lots of grinding .