Magic (VII Remake)

Magic is a type of ability in Final Fantasy VII Remake and "Episode INTERmission" available to characters with the relevant equipped. It allows the user to cast magic with the Spells command. Magic spells can provide offensive and defensive effects, but cost MP as well as ATB bars (normally one) to cast. The only spells usable outside of battle are the curative ones.
Much like in other Final Fantasy titles, elemental magic is divided into three tiers: basic, intermediate and advanced. In Final Fantasy VII Remake, the higher the spell tier, the more damage it will deal with higher MP cost, as well increased cast time. If the caster is interrupted during the cast animation, the spell will not be used but the user may still lose the ATB and MP. Ribbon protects against interruption while spellcasting in "Episode INTERmission". Certain status effects prevent the afflicted from using magic. Tier 1 spells are cast almost instantly, but the higher-tier spells require a bit of a charging time to pull off, and thus are best cast when the caster is not being targeted by enemies' attacks.
==Spells==
===Curative spells===
Spell	Effect 	Materia	MP cost
 	Restore a small amount of HP. 	(1) 	4
 	Restore a moderate amount of HP. 	(2) 	8
 	Restore a large amount of HP. 	(4) 	12
 	Heal 10% of HP and apply the buff. 	(3) 	6
 	Cures . 	(1) 	3
 	Cures all negative debuffs. 	(2) 	12
 	Applies the buff, preventing any negative debuffs.	(3) 	8
 	Revives a character at partial HP. 	(1) 	7
 	Revives a character at full HP. 	(2) 	14
===Offensive spells===
Spell	Effect 	Materia	MP cost
 	Deal a small amount of damage. 	(1) 	4
 	Deal a moderate amount of fire damage. 	(2) 	10
 	Deal a large amount of fire damage. 	(3) 	21
 	Deal a small amount of damage. 	(1) 	4
 	Deal a moderate amount of ice damage. 	(2) 	10
 	Deal a large amount of ice damage. 	(3) 	21
 	Deal a small amount of damage. Guaranteed to hit. 	(1) 	5
 	Deal a moderate amount of lightning damage. Guaranteed to hit.	(2) 	11
 	Deal a large amount of lightning damage. Guaranteed to hit. 	(3) 	22
 	Deal a small amount of damage and pull target closer. 	(1) 	4
 	Deal a moderate amount of wind damage and pull target closer. 	(2) 	10
 	Deal a large amount of wind damage and pull target closer. 	(3) 	21
 	Deal a small amount of damage and inflict . 	(1) 	3
 	Deal a moderate amount of damage and inflict Poison. 	(2) 	8
 	Deal a large amount of damage and inflict Poison. 	(3) 	15
===Effect spells===
Spell	Effect 	Materia	MP cost
 	Applies the buff, granting 50% resistance to physical damage. 	(1) 	11
 	Applies the buff, granting 50% resistance to magic damage. 	(2) 	14
 	Applies both the Barrier and Manaward buffs, granting 50% resistance to all damage. 	(3) 	20
 	Inflicts , preventing a target from acting until awoken. 	(1) 	5
 	Inflicts , preventing a target from casting spells. 	(2) 	4
 	Inflicts , increasing the amount of damage received, but also the amount of damage dealt.	(3) 	5
 	Removes the , , , and statuses from a target. 	(1) 	10
 	Removes all buffs from a target. 	(2) 	16
 	Applies the buff, increasing the rate the target's ATB gauge builds. 	(1) 	4
 	Applies the debuff, slowing the rate the target's ATB gauge builds. 	(2) 	3
 	Applies the debuff, freezing the target. 	(3) 	14
==Behind the scenes==
The developers knew from the beginning that the Remake would only cover the story parts in Midgar, and thus they would need to decide which elements to include from the original game. It was deemed that players would not be happy to be locked out of third tier spells, and so they can be unlocked with leveling up their materia, but spells like Flare (tier 4 fire spell in the original Final Fantasy VII) are saved for the sequels.
==Citations==
Category:Magic in Final Fantasy VII Remake
Category:Abilities in Final Fantasy VII Remake
Category:Magic