Bio (Final Fantasy XII)

Bio 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 non-elemental damage to all foes in range and inflicts them with Sap unless they are immune. Its upgrade is Scourge. It is more powerful than "second tier" elemental spells, Fira, Blizzara, and Thundara, but weaker than third tier spells, Firaga, Blizzaga, etc. Bio is the first non-elemental Black Magicks spell the player gains access to, useful against enemies who resist elemental damage, though the player cold also use Drain or Balance from the other schools of magick.
As a Black Magicks spell, it is also a random outcome of the Shades of Black Technick.
Bio is also an enemy ability used by Cúchulainn, Deathgaze, Dragon Lich, Hydro, Lindwyrm, Mindflayer, Piscodaemon, and Skulwyrm. When enemies use Bio, it does not have a guaranteed chance to inflict Sap on targets who are not immune, but a 75% chance.
Bio Mote was added to the Zodiac versions, and casts the spell from an item.
==Obtained==
Bio's license costs 60 License Points in the Zodiac versions where the spell is first bought for 4000 gil from Mt Bur-Omisace after defeating the mid boss Vinuskar in Stilshrine of Miriam. It is also found in a treasure in Trial Mode Stage 73 with the Diamond Armlet equipped.
In the original version, Bio's license costs 40 LP and the spell is first bought for 4900 gil from Rabanastre and Nalbina Fortress after defeating Judge Bergan, as well as from Phon Coast.
In the Zodiac versions, Bio is used by the Black Mage and by the Uhlan who has the license for the Esper Chaos. Cúchulainn also knows it but does not have a default gambit for its use. In the original version, Adrammelech knows it innately.
==Mechanics==
Bio deals non-elemental damage to targets 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. It also inflicts all targets with Sap unless they are immune to the status.
The spell power is 88 in the original version, lowered ever so slightly to 87 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, Bio will damage for 30% more. Shell halves damage from Bio.
Bio bounces from Reflect unless the caster equips the Opal Ring. Casting Bio on the player's own reflected party bounces the spell multiple times onto the enemy or enemies. Damaging enemies with Bio gains MP to the caster if they have the Warmage license. A target can sometimes avoid Bio via their Magick Evade stat; for the player, this means wearing shields.
Bio costs 24 MP to cast without Channeling licenses.
Sap deals minor continuous damage to the afflicted at a fixed rate, with the afflicted unit's HP dwindling continuously at a rate of 1 per 0.1 seconds. Sap can be used to counter the Regen status. Sap only reduces the victim's HP to 1, and cannot kill unlike Poison. Sap is unaffected by Reverse.
==Use==
Bio is a good mid game damaging spell that the player can set up via the gambit system (such as with Foe:Any→Bio or Foe:Foes present 2+→Bio). It can be good against flying enemies for characters who lack ranged weapons. Bio is good for its non-elemental magick damage, but the Sap status it inflicts is not useful, being far inferior to the similar Poison status, as Sap cannot kill its target, and the rate at which it drains HP is so minor (10 HP per second) it is only detrimental to player characters who most of the game have only couple thousand health; for enemies, it is pointless as the player can do more damage via any other means. The main use of Sap would be to cast Bio on enemies who have Regen to nullify their Regen status, instead of using Dispel. Bio would be preferable in this case, as it also deals damage alongside nullifying Regen (unless the target is immune to Sap).
Being non-elemental, Bio gains no boost from enemy weakness, weather and terrain, or from potency gear, but conversely, enemies cannot resist it with innate elemental resistance either, and no weather or terrain will hinder it. Bio can be good against the elite mark Trickster who is healed by all elements and can be set up a physical paling, making damaging the foe cumbersome.
The player can multi-cast the spell by using Reflect on their own party and then bouncing Bio by casting it on the player's own party.
Bio is outclassed by Scourge from after the events in Giruvegan or Pharos onward depending on game version, as MP is generally plentiful enough for the player to use the stronger versions of spells, especially with the licenses that refund MP costs.
Category:Black Magicks in Final Fantasy XII