Final Fantasy V/Magic and skills (2024)

  • Final Fantasy V
  • Table of Contents
  • Gameplay
  • Walkthrough

Table of Contents

Gameplay

  • Characters
  • Controls
  • Battle system
  • Formulas and tables

Items and Equipment

  • Weapons
  • Armor
  • Items
  • Shops
  • Treasure List

Jobs and Skills

Enemies

  • Enemies
  • Bosses

Walkthrough

World One

  1. Wind Shrine
  2. Ship Graveyard
  3. Northern Mountain
  4. The Water Crystal
  5. Tycoon and Shiva
  6. The Fire Crystal
  7. Library of Ancients
  8. Ocean and Crescent
  9. Gorn Town
  10. Airship
  11. Meteors

World 2

  1. X-Death's Castle
  2. Moogles
  3. Valley of Dragons
  4. Barrier Tower
  5. Submarine
  6. X-Death's Castle II

World 3

  1. Tycoon and Chocobo
  2. Earth Lithograph
  3. Airship and Mirage
  4. Wind Lithograph
  5. Fire Lithograph
  6. Water Lithograph
  7. Optional Bosses
  8. N-zone I (desert, pulleys, forest, waterfalls)
  9. N-zone II (castle)
  10. N-zone III (space)

Appendices

  • Achievements and trophies
  • Bugs
  • Sidequests

Contents

  • 1 Magic divided in levels
    • 1.1 White Magic
    • 1.2 Black Magic
    • 1.3 Spellblade Magic
    • 1.4 Time Magic
    • 1.5 Summon Magic
  • 2 Other magic
    • 2.1 Blue
    • 2.2 Dance
    • 2.3 Song
    • 2.4 Animal
    • 2.5 Gaia
    • 2.6 Mixing
    • 2.7 Dark Arts
  • 3 Elements

Select controller:

SNES, PSX, GBA

Magic divided in levels[edit | edit source]

White Magic[edit | edit source]

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 White 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 up to the third level. Unless otherwise noted, all White spells are reflected by targets with Reflect status.

TierSpellMPTypeEffect
1 Cure 41HealPower: 15
This is the basic healing spell. Restores a small amount of HP, lightly damages Undead enemies.
1 Poisona
(Antidote)
23HealCures "poison" status from the target.
1 Libra
(Scan)
15DisableReveals the target's level, current HP, maximum HP, elemental weaknesses, and some status effects. Some enemies are immune or partially immune. A reflected Libra does not show level.
2 Protect
(Protes)
34SupportCauses "protect" status; target's physical defence is increased.
2 Mini
(Size)
54Support / DisableInflicts or cures "mini" status.
2 Silence
(Mute)
25DisableInflicts "silence" status; target is unable to use magic.
3 Cura
(Cure2)
91HealPower: 45
Upgraded healing spell. Deals moderate damage to undead enemies.
3 Raise 292HealCures "knocked out" status and restores a small amount (1/16) of HP. Instantly fatal to Undead enemies unless immune.
3 Confuse
(Muddle)
45DisableInflict "confused" status; target will attack other enemies, party members, or even itself.
4 Esuna
(Heal)
63HealCures all negative statuses, except for "knocked out" and "doom".
4 Blink
(Image)
64SupportCauses "blink" status; target will dodge next two physical attacks.
4 Shell 64SupportTarget's magical defence is increased.
5 Curaga
(Cure3)
271Heal
Restores one character to full HP, or heals a massive amount of HP to all party members. Reduces undead to critical HP unless immune.
5 Reflect
(Wall)
154SupportCauses "reflect" status, reflects certain spells and abilities back to the enemies.
5 Berserk 84SupportCauses "berserk" status; target will automatically execute physical attacks, their attack power is massively increased, but they cannot be controlled.
6 Arise 502HealCures "knocked out" status and restores the KO'd target to full health. Instantly kills undead.
6 Dispel 125DisableRemoves a variety of (mostly) positive status effects (Float, Image, Berserk, Regen, Slow, Haste, Stop, Shell, Protect, Reflect). Dispel is unblockable.
6 Holy 206Attack
Holy-element magical attack. Can only target one enemy and ignores defense. Is reflectable.

Black Magic[edit | edit source]

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 spells are usually hostile, the damage done is reduced according to the Magic Defense of the target. Some spells ignore this property.

TierSpellMPTypeEffect
1 Fire 43Attack (elemental)Deals minor fire damage
1 Blizzard (Ice) 43Attack (elemental)Deals minor ice damage
1 Thunder (Bolt) 43Attack (elemental)Deals minor lightning damage
2 Poison 23Attack (elemental)Inflicts the Poison status, causing the target to lose HP.
2 Sleep 32DisableInflict Sleep status; target skips its turns until awakened by hitting it with a physical attack.
2 Toad 81Support / DisableCures or inflicts "toad" status; same as "mini" and "silence" statuses together. The only spell that can be cast in this state is Toad.
3 Fira (Fire2) 103Attack (elemental)Deals moderate fire damage.
3 Blizzara (Ice2) 103Attack (elemental)Deals moderate ice damage
3 Thundara (Bolt2) 103Attack (elemental)Deals moderate lightning damage.
4 Drain 136Attack (non-elemental)Damages target and restore the same amount of HP to the caster. If the target is undead, the caster will give HP to the target.
4 Break 155Attack (instant defeat)Inflicts "gradual petrification" status. Instantly fatal to enemies when fully petrified unless they are immune.
4 Bio 163Attack (elemental)Damages target and inflicts "poison" status. Poison-elemental.
5 Firaga (Fire3) 253Attack (elemental)Inflicts major fire damage
5 Blizzaga (Ice3) 253Attack (elemental)Inflicts major ice damage
5 Thundaga (Bolt3) 253Attack (elemental)Inflicts major lightning damage.
6 Flare 396Attack (non-elemental)Inflicts massive, non-elemental damage to one target. Is unblockable and ignores defense, but can be reflected.
6 Death 295Attack (instant defeat)Instantly kills the target unless it misses or the target is immune. Fully heals the undead.
6 Osmose 12DisableReduces target's MP and restore the same MP to the caster. If undead, the opposite applies.

Spellblade Magic[edit | edit source]

Like other Magic, Spellblade Magic is divided into 6 tiers of 3 each, and each Spellblade ability earned adds another tier to the spells you can cast with the Spellblade ability equipped. Most spells are Black Magic, but a few are status and support spells. Can be used with most knives, swords, knight swords, and Ninja Blades. Spellblade effects work whenever any kind of attack or attack ability is used, and last for the entire battle even if KO'd, unless another spell is cast to override it. Elemental spells only have an effect against enemies weak to that element. Status effect spells will always inflict the status as long as the attack hits and the target is not immune. Enemy Reflect does not affect Spellblade magic. If the target is immune to the sword's element, the attack will always miss. If the target absorbs the sword's element, they will heal instead.

TierSpellMPEffect
1Fire2If target is weak to fire, doubles power and ignores defense.
1Blizzard (Ice)2If target is weak to ice, doubles power and ignores defense.
1Thunder (Bolt)2If target is weak to thunder, doubles power and ignores defense.
2Poison (Venom)1Inflicts poison. If target is weak to poison element, doubles power and ignores defense.
2Silence (Mute)1Inflicts mute.
2Sleep1Inflicts sleep.
3Fira (Fire2)5If target is weak to fire, triples power and ignores defense.
3Blizzara (Ice2)5If target is weak to ice, triples power and ignores defense.
3Thundara (Bolt2)5If target is weak to thunder, triples power and ignores defense.
4Drain6Caster is healed by amount of damage dealt. If target is undead, caster will give HP to the target.
4Break6Inflicts Petrify.
4Bio6If target is weak to poison, instantly kill target. If target is immune to instant death, quadruples power and ignores defense.
5Firaga (Fire3)15If target is weak to fire, instantly kill target. If target is immune to instant death, quadruples power and ignores defense.
5Blizzaga (Ice3)15If target is weak to ice, instantly kill target. If target is immune to instant death, quadruples power and ignores defense.
5Thundaga (Bolt3)15If target is weak to thunder, instantly kill target. If target is immune to instant death, quadruples power and ignores defense.
6Holy10If target is weak to holy, instantly kill target. If target is immune to instant death, quadruples power and ignores defense.
6Flare30Increases attack power by 100 and ignores 75% of target's defense.
6Osmose (Psych)1If damage done would be more than 0, absorb 25% of target's current MP. If target is undead, the effect is reversed.

Time Magic[edit | edit source]

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.

TierSpellMPTypeEffect
1 Speed 13SupportIncreases the battle speed, cannot be reflected.
1 Slow 34DisableInflicts "slow" status; target will take its turns slower.
1 Regen 31HealCauses "regenerate" status; target's HP gradually restores.
2 Mute 34DisableSilences all enemies and allies on the battlefield. In the GBA, SNES, and PSX versions, the spell is bugged and only silences the player party.
2 Haste 53SupportCauses "haste" status; target will take turns twice as often.
2 Float 102Field / SupportPrevents damage from floor traps;
in battle, prevents certain attacks, namely Earth Shaker.
3 Gravity (Demi) 95AttackReduces target's HP to half of their current HP. Fails on enemies immune to death as well as bosses.
3 Stop 84DisableInflicts "stop" status; target skips its turn until status fades away or cured.
3 Teleport 152Field / SupportTeleport back to the world map;
in battle, escape from battle.
4 Comet 75AttackInflicts a random amount of damage to one enemy. Is unblockable and ignores reflect.
4 Slowga (Slow2) 94DisableInflicts "slow" status to all enemies.
4 Return 13SupportResets the battle to when it started.
5 Graviga (Demi2) 185AttackReduces the target's HP to a quarter of their current HP. Fails on enemies immune to death as well as bosses.
5 Hastega (Haste2) 153SupportCauses "haste" status to all allies.
5 Old 44DisableInflicts "old" status; target's attributes decrease progressively.
6 Meteor 425AttackInflicts four massive damaging non-elemental attacks on all enemies. The attacks are unblockable and ignore defense.
6 Quick 773SupportCaster can choose and perform two actions in the same turn.
6 Banish 205AttackInstantly defeats all enemies. Fails on enemies immune to death.

Summon Magic[edit | edit source]

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.

TierSpellMPTypeEffect
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 23Attack & DisableInflicts "paralysis" status on an enemy.
1 Chocobo: Chocobo Kick/Fat Chocobo 56Attack (non-elemental)Chocobo Kick damages a single enemy. Occasionally Fat Chocobo is performed instead; this does more damage to all enemies.
1 Sylph: Whisperwind 81Attack & HealDamages an enemy and restores the same HP, distributed evenly, to allies.
2 Shiva: Diamond Dust 104Attack (elemental)Deals ice damage to all enemies.
2 Ifrit: Hellfire 114Attack (elemental)Deals fire damage to all enemies.
2 Ramuh: Judgement Bolt 124Attack (elemental)Deals lightning damage to all enemies.
3 Titan: Gaia's Wrath 254Attack (elemental)Deals earth damage to all enemies. Misses flying targets.
3 Golem: Earthen Wall 182SupportPrevents all physical damage to allies, until the barrier's HP is depleted. The barrier's HP is equal to the Max HP of the caster's.
3 Catoblepas: Demon Eye 335Attack (instant defeat)Inflicts "petrified" status on all enemies; targets are instantly defeated. Fails on enemies immune to petrification.
4 Carbuncle: Ruby Light 452SupportCauses "reflect" status to all allies.
4 Syldra: Thunderstorm 324Attack (elemental)Deals wind damage to all enemies.
4 Odin: Zantetsuken/Gungnir 485Attack (instant defeat)Instantly defeats all enemies; if all enemies are immune to Death, then Odin performs Gungnir, which attacks a single enemy.
5 Phoenix: Flames of Rebirth 991Attack & HealFire-elemental attack on all enemies, and at the same time restores knocked out allies to full health.
5 Leviathan: Tsunami 394Attack (elemental)Massive water-elemental damage to all enemies. Is unblockable.
5 Bahamut: Mega Flare 666Attack (non-elemental)Deals extreme non-elemental damage to all enemies. Is unblockable and ignores defense.

Other magic[edit | edit source]

Blue[edit | edit source]

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 controlling the enemy or having it be confused and it attacks the party. In some cases, the enemy will not cast the spell spontaneously at all and you must use the Cntrl ability. Unless otherwise noted, Blue Magic spells are not reflected.

SpellMPEffectLocation
Red Feast2 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 all allies
White Wind 28 Healing: heal all allies.Zu (must be controlled)
MoonFlut3 Support: grants Berserk status on all allies.Page 256 (Library of the Ancients)
Mighty Guard 72 Support: grants Protect and Shell to all allies.Stingray (Merged World)
Magic Hammer 3 Disable: reduces the target's current MP to half.Drippy (Valley of Dragons
Pond's Chorus 5 Disable: inflicts Toad status (same as the Black spell Toad).Elf Toad (Walse Tower), Kornago (Quelb Area), Archeotoad
Lilliputian Lyric 5 Disable: inflicts Mini status (same as the White spell Size).
Flash 7 Disable: inflicts Blind status on all enemies.
Time Slip 9 Disable: inflicts Old and Sleep status on single enemy.
Level 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 Flame
Mind Blast 6 Disable/Attack: inflicts Paralyze and Sap and deals damage.Mindflayer (Interdimensional Rift)
Death Claw 21 Disable/Attack: inflicts Paralyze and reduces HP of target to critical.Iron Claw (Karnak Castle)
Treant (Forest near Castle Exdeath, World II),
Headstone (Forest near Exdeath's castle, World II),
Flying Killer (Big Bridge),
Sea Scorpion (Ocean, World III).
Flame Thrower 5 Attack (Fire): deals Fire damageFlame Thrower,
Aero 4 Attack (Wind): deals Wind damageMoldywind (Wind Temple, Sunken tower),
Defeater (Fire-Powered Ship),
Magissa (Boss).
Aera 10 Attack (Wind): deals Wind damageEnchanted Fan (Ronkan Ruins), Page 32 (Library of the Ancients)
Aeroga 24 Attack (Wind): deals Wind damageZiggurat Gigas
Roulette 1 Attack (instant defeat): randomly selects an ally or enemy and kills them instantly. Fails on targets immune to death.Death Dealer, The Damned
Doom 10 Attack (instant defeat): after 30 seconds, it instantly kills the target. Fails on targets immune to death.The Damned
Lv.5 Death 22 Attack (instant defeat): instantly kills target if its level is a multiple of 5. Ignores death immunity.Page 64
Goblin punch 0 Attack (non-elemental): physical attack, has 8 times the power if the target and the caster have the same level.Goblin, Black Goblin
Exploder1 Attack (non-elemental): Sacrifices the caster's life to do damage to an enemy equal to the caster's current HP.Bomb, Grenade,
???? 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).Cur Nakk
Missile 7 Attack (non-elemental): reduces the target's current HP to 31/32 and inflicts Old and Sleep on them.Gilgamesh, Rocket Launcher
Lv.4 Graviga 9 Attack (non-elemental): reduces all target's HP to 1/4 of max if the target's levels are a multiple of 4.Deem Master, Chrono Controller
Lv.3 Flare 18 Attack (non-elemental): deals massive non-elemental damage on all targets if the targets' levels are a multiple of 3.
1000 Needles 25 Attack (non-elemental): deals exactly 1000 damage to the target.Lamia
Aqua Rake 38 Attack (non-elemental): Non-elemental attack on all enemies.Dhorme Chimera

Dance[edit | edit source]

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.

DanceEffectNotes
Tempting TangoInflicts "confuse" on the enemy.Has circumstantial use, as it fails on enemies immune to confuse."
Mystery WaltzReduces the enemy's MP and replenishes the Dancer's MP.Useful when fighting against magic users.
Jitterbug DuetDamages the enemy and restores the Dancer's health.Useful when the Dancer is low on HP.
Sword DanceAttacks the enemy for massive damage.Probably the most useful, as it deals massive damage to enemies while ignoring defense."

Song[edit | edit source]

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.

SongDurationEffectLocation
Strength Song ShortHeal: grants Regen status to all allies.Crescent Village (in minstrel's house)
Power Song[1] ContinuousSupport: character's attack power increases gradually; thus, damage caused by physical attacks gradually increases.Crescent (merged world)
Speed Song ContinuousSupport: character's Speed increases gradually; thus, character's action gradually become faster.Castle Surgate, king Xezat's chamber
Magic Power Song ContinuousSupport: character's Magic attribute increases gradually; thus, effects caused by magic spell gradually increase.Library of the Ancients, top floor (merged world)
Level Song ContinuousSupport: character's Level increases gradually; thus, effects of spells and attacks gradually increase.
The effect is in addition to the effects due granted by Mana's Paean and Sinewy Etude. 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
Love Song ShortDisable: inflicts "stop" status.Istory
Temptation Song ShortDisable: inflicts "confusion" status.Lix
Requiem ShortAttack: damages undead enemies.Quelb
  1. "étude" is French for "study".

Animal[edit | edit source]

These "spells" are invoked by the Critt ability (Lv 1 Hunter). 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.

AnimalMin. Lv.Effect
Rabbit1No effect.
Squirrel1Attack: single enemy.
Bee Swarm5Attack: all enemies.
Nightingale10Heal: cures blind, poison and some HP to all allies.
Tree Squirrel20Disable: enemies are paralyzed for a short time.
Falcon30Attack: single enemy; it reduces current HP by 25%.
Skunk40Disable: inflicts Poison and Dark on all enemies.
Wild Boar50Attack: single enemy.
Unicorn60Heal: restores full HP and MP to all allies.

Gaia[edit | edit source]

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[edit | edit source]

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's Kiss
  • 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.

Dark Arts[edit | edit source]

Exclusive to the GBA version's Necromancer class, the dark arts are forbidden magic spells that do massive damage. They are obtained by killing certain enemies as a Necromancer.

SpellEffectMP costLevelObtained from
Drain TouchAbsorbs HP from an enemy upon hitting them. Is unblockable151Mindflayer, The Damned
Dark HazeDeals non-elemental damage to all enemies and inflicts Old and Confuse on them.181Lemure, Exoray
Deep FreezeDeals ice elemental damage to one enemy and inflicts Stop on them.382Assassin, Dark Elemental
Evil MistDeals Poison elemental damage to all enemies and poisons them.382Heart unknown, Zombie Dragon
MeltdownDeals fire elemental damage to all enemies and inflicts sap on them383Liquid Flame, Claret Dragon
HellwindDeals wind-elemental damage to all enemies and inflicts petrify on them383Objet D'art, Stingray
Chaos DriveDeals lightning-elemental damage to all enemies and paralyzes them.384Mini Satana
CurseCauses various status ailments on one enemy.424Ironclad
Dark FlareDeals massive, defense-ignoring, non-elemental damage to all enemies.525Tonberry, Exdeath's Soul
DoomsdayDeals extreme, non-elemental, defense ignoring damage to all enemies665Hades

Elements[edit | edit source]

There are eight elements in Final Fantasy V; they are Water, Wind, Earth, Holy, Poison, Thunder, 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.

Go to top

  • Final Fantasy V
  • Magic and skills
  • Final Fantasy V

Table of Contents

Gameplay

  • Characters
  • Controls
  • Battle system
  • Formulas and tables

Items and Equipment

  • Weapons
  • Armor
  • Items
  • Shops
  • Treasure List

Jobs and Skills

Enemies

  • Enemies
  • Bosses

Walkthrough

World One

  1. Wind Shrine
  2. Ship Graveyard
  3. Northern Mountain
  4. The Water Crystal
  5. Tycoon and Shiva
  6. The Fire Crystal
  7. Library of Ancients
  8. Ocean and Crescent
  9. Gorn Town
  10. Airship
  11. Meteors

World 2

  1. X-Death's Castle
  2. Moogles
  3. Valley of Dragons
  4. Barrier Tower
  5. Submarine
  6. X-Death's Castle II

World 3

  1. Tycoon and Chocobo
  2. Earth Lithograph
  3. Airship and Mirage
  4. Wind Lithograph
  5. Fire Lithograph
  6. Water Lithograph
  7. Optional Bosses
  8. N-zone I (desert, pulleys, forest, waterfalls)
  9. N-zone II (castle)
  10. N-zone III (space)

Appendices

  • Achievements and trophies
  • Bugs
  • Sidequests

Final Fantasy V/Magic and skills (2024)

FAQs

Why can't I use Blue Magic FF5? ›

Someone with the Learning ability (either a Blue Mage or someone who has it equipped as their second ability) has to be hit with the enemy's spell. Then you have to win the battle. You have to have the blue mage or any character with the Learning ability get hit by enemy attacks that are classified as blue magic.

What is the most powerful ability in Final Fantasy? ›

Ultima (アルテマ, Arutema?) is a recurring spell in the Final Fantasy series. It is almost always the most powerful spell, often surpassing the likes of Flare and Holy. In all titles featuring the spell, Ultima hits all enemies for massive non-elemental magic damage.

What is the Blue Magic ability in FFV? ›

Blue Magic, also known as Blue, is a Magic skillset in Final Fantasy V. It is the special ability of the Blue Mage, and marks the first way in the Final Fantasy series to use magic learned from enemies. Blue Magic comes in a variety of different forms, from offensive spells to positive enhancements.

How do abilities work in FF5? ›

These abilities must be equipped to be used, except for those that are innate to a specific job, in which case they are always active. The Mime and Freelancer jobs acquire all of the innate support abilities of a given job once that job has been mastered.

How many times should I use Blue Magic? ›

Blue Magic shampoo and conditioners are formulated to be safe for daily use, if desired. For best results, we recommend you shampoo and condition your hair with Blue Magic products at least once a week to remove styling products, oils, and everyday dirt.

How do you activate Blue Mage spells? ›

Rather than gaining new actions by increasing in level, blue mages learn them from enemies. In order to do so, you must first witness an enemy perform a special attack in battle. Once it is defeated, you have a chance of acquiring the ability.

What is the most overpowered ability ever? ›

  • 8 Time Manipulation.
  • 7 Telekinesis.
  • 6 Telepathy.
  • 5 Molecule Manipulation.
  • 4 Cosmic Awareness.
  • 3 Energy Projection.
  • 2 Reality Warping.
  • 1 Omnipotence.
Mar 8, 2024

Who is canonically the strongest Final Fantasy character? ›

1. Lightning (Final Fantasy XIII) Considered the most powerful character in the whole saga, Lightning is the main protagonist of Final Fantasy XIII.

What is the most powerful spell in all of Final Fantasy? ›

The Ultima spell is arguably the most powerful magic present in the Final Fantasy series. Though it is a recurring spell, the player is rarely given the option to cast it themselves as it can usually only be learned by the most powerful enemies in the series.

What is Zephyr ability? ›

Command the power of the wind. Zephyr's cyclonic abilities protect her, deal high damage, and provide crowd control. She swoops in from above and leaves a path of destruction. 455.

How to learn Blue Mage spells in FF5? ›

You have to be hit by the attack. Moreover, you must either be the Blue Mage class or have the Learning ability equipped on the character being hit by the ability you want to learn. They do not need to survive the attack, just need to by hit by it. Then you need to win the battle.

What is the Blue Magic spell? ›

Blue magic — also known as Tanta Prav's magic — is a water-based type of magic that Frey will be able to use after confronting Tanta Prav. Below is a list of all the confirmed blue-magic spells, as well as what they do and what kind of role they have in combat.

What is the strongest class in ff5? ›

The Samurai is the strongest class for a solo game in Final Fantasy 5 and it's not particularly close. I considered creating a separate "God tier" just for the Samurai before deciding that it would be better placed at the head of the top tier.

What is the best ability in ff5? ›

Mix is the best ability in the game unless you're at an insanely high level for its versatility and ability to boost your level in-battle/make enemies weak to dragon-killing weapons.

What jobs should I master in FFV? ›

So, these are basically the jobs you should look to master on each character if you want perfect stats:
  • Monk (+26 Strength, +26 Stamina, +30% HP)
  • Thief (+16 Agility)
  • Oracle (+36 Magic)
  • Black Mage (+30% MP) ...
  • Samurai (Shirahadori) - No drawbacks at all, unless you count the 800+ ABP required to master the Samurai.
Aug 20, 2011

How to use Blue Mage in Final Fantasy 5? ›

To learn Blue Magic you need either a Blue Mage that is hit by a magic that you can learn, or to have the Blue Mage ability of Learning equipped on a character that is hit by a magic that you can learn.

What are the restrictions for Blue Mage? ›

Final Fantasy 14: How To Get Every Blue Mage Spell

In-game the Blue Mage is considered a "Limited Job". This means Blue Mages can't queue for content like other jobs can, they can't access competitive PvP modes, they can't go higher than level 80, and they can't progress the Main Story Quest.

How do you use Blue Magic originals? ›

Directions. Gently massage small amount into hair and scalp as needed.

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