Fira (Final Fantasy XII)

Fira is a Black Magick spell in both the original PlayStation 2 version of Final Fantasy XII and the Zodiac re-releases. It is a multi-target spell that deals fire-elemental damage to all foes in range. It is the middle tier fire spell, above Fire, and below Firaga and Ardor. Some enemies use the spell against the player.
As a Black Magicks spell, it is also a random outcome of the Shades of Black Technick.
The enemies that use Fira against the player are Silicon Tortoise, Specter [b], Bomb [b], Dead Bones, Headless, Dullahan, Gazer, Bellwyvern, Crystalbug (red)*, Crystalbug (blue), Fire Elemental, Fire Chaosjet, Earth Elemental, Striker, Mu, Holy Elemental, Skulwyrm [a], Reaper, Mythril Golem, Grenade, Bogey, Mallicant, Shambling Corpse, Adamantitan, Emeralditan, Elvoret, Dark Elemental, Zombie Warlock, Roblon, Lindwyrm, Ring Wyrm, Mindflayer, King Bomb, Ahriman, Thalassinon, Cubus, Spee, Matriarch Bomb, Cultsworn Lich, Negalmuur, Molen, Tower, Bangaa Thief, and Helm-Rook.
==Obtained==
Fira's license costs 40 License Points in the Zodiac versions, where the spell is bought for 2700 gil from shops from Jahara onward. It is also found in a treasure in Trial Mode's Stage 56 with the Diamond Armlet equipped.
In the original version, Fira's license costs 35 LP and the spell is bought for 3000 gil from shops from Eruyt Village onward after the storyline events there are finished.
In the Zodiac versions, Fira is used by Black Mage and Red Battlemage, as well as by Uhlan after unlocking a 100 LP Quickening license to act as a bridge. Belias also knows it, and is the earliest source for the spell, barring Trial Mode.
==Mechanics==
Fira deals moderate fire-elemental damage to all foes in range based on the caster's level and Magick Power, mitigated by the target(s)' Magick Resist. Its range was expanded in the Zodiac versions.
The spell power in the original version is 70, lowered to 67 in the Zodiac versions. The formula for damage calculation:
:[POWER \times RANDOM(1 \sim 1.125) - Magick~Resist] \times [2 + {Magick~Power \times (Level+Magick~Power) \over 256}]
With the Serenity license or the Magick Gloves accessory, the damage is inflated to 120% (original) or 150% (Zodiac) when the caster is in full health. With the Spellbreaker license or the Leather Gorget accessory, the damage is doubled when the caster is in HP Critical. If the caster has Faith, Fira will damage for 30% more. As an elemental spell, it will do double damage to targets weak to fire, and 150% damage with fire-potency gear: Burning Bow and Flame Staff. Oiled targets take triple damage from fire. The boosts stack multiplicatively.
Enemies who resist fire take half damage. Those who nullify fire take no damage and those who absorb fire are healed by it. Shell halves damage from Fire.
Certain weather conditions affect both the player characters' and the foes' fire damage. In sunny or cloudy weather with strong winds (the player characters' hair and clothes move rapidly), fire attacks deal 120% damage. Counterintuitively, as windy weather inflates fire damage, snow- and sandstorms also boost fire damage to 120%. Regular rain halves fire damage, and heavy rain with wind cuts it by 40%.
Fira bounces from Reflect unless the caster equips the Opal Ring. Casting Fira on the player's own party with Reflect will bounce the spell onto enemies numerous times. Damaging enemies with Fira gains MP to the caster if they have the Warmage license. A target can sometimes avoid Fira via their Magick Evade stat; for the player, this means wearing shields.
Fira costs 16 MP to cast without Channeling licenses in the Zodiac versions and 18 MP in the original version.
==Use==
Fira is a good mid game damaging spell that the player can set up via the gambit system (such as with Foe:fire-vulnerable→Fira). It can be good against flying enemies for characters who lack ranged weapons. Water enemies are typically weak to fire damage.
Fira is best used with the Flame Staff to boost its power, or with the Burning Bow for the Red Battlemage in the Zodiac versions. Fira is outclassed once the party gets Firaga from Phon Coast or Balfonheim Port onwards depending on game version. MP is generally plentiful enough for the player to use the stronger versions of spells, especially with the licenses that refund MP costs.
Fira can be good against White Mousse and Orthros, especially if the marks are put to sleep and the player reflects the spell off their own party to multi-cast it. The fire element performs poorly in rain, but this effect can be canceled out with an Agate Ring. It benefits from windy weather, and so would be good to use in any duststorms or snowstorms or just when the party's clothes and hair are moving rapidly on screen.
Category:Black Magicks in Final Fantasy XII