| Magic- H-Z back Haste- Haste allows its target to move faster in battles and make moves more often. It is valuable during long boss fights. A good combination is to use Triple to cast Haste on all three party members in one turn. Holy- This spell inflicts major Holy based damage on one enemy. This is very effective against undead creatures, but can still be effective against other creatures as well. However, it is not quite as useful against human opponents as it is against monster opponents. Life- This spell revives a knocked out character, but only restores a small amount of their HP. Meltdown- This attacks not only causes non-elemental damage Vit 0 (no vitality) status, but lowers its targets defense as well. This is a great spell to use against enemies with an extremely high physical defense. Meteor- This attacks hits all enemies with a shower of meteorites. It is very powerful, and is effective against just about anything, since it is non-elemental. Pain- This magic spell attempts to give its target the Poison, Silence, and Blind status effects all at once. For enemies with poor status defense, this is a great spell. Protect- This spell doubles its targets physical defense, but wears off after a certain amount of time. It is great for long battles, and can be cast to your whole party in one turn with Triple. Quake- This spell gives Earth damage to all enemies (and slows down your Playstation quite a bit). It is not effective at all against flying creatures or people with Float cast on them. If you encounter an enemy that casts this spell a lot, casting Float at the beginning of the battle would be a good idea. Reflect -his spell casts a shield on its target that deflects any magic cast on that person back to the caster. If an enemy casts Reflect, never use magic attacks on him. Also, if you encounter a strong magic user, casting Reflect on your party wouldn't be a bad idea (Triple will get it done quickly). If you really need to use magic on an enemy with Reflect, there is a way you can do it. Cast Reflect on yourself, and then cast the magic on yourself. It will bounce off your Reflect shield to the enemy, and will not be reflected back. This can work vice versa as well. If you want to cure your party, but have Reflect casted on yourself, you can cast Cure on the enemy (if it also has Reflect), and it will bounce back and cure you. Regen- Regen slowly starts to refill its target's HP for the remainder of the battle (unless Dispel is casted). This is very useful for long fights where you want to focus on attacking instead of curing. Scan- Scan will give a description of its target and tell its HP, level, and weaknesses. This is a good spell to use on creature whose elemental weakness is unclear (Blobras, for example). Shell- Shell casts a protective barrier on its target that doubles their defense against magical attacks. This is a great attack for boss fights that use a lot of magic, but it does wear off eventually. Use Triple if you want to cast Shell on everyone in the first turn. Silence- A Silence spell, if successful, casts the Silence status on its target. A character that is silenced cannot use any magic or GF until they are cured of the Silence status. This is a good spell to use on heavy magic users, but doesn't always work. Sleep- The Sleep spell casts the Sleep status on its victim, but doesn't always work. The Sleep status puts a character into a deep sleep, and he/she will not be able to take another turn until they are cured of the status. This is a great spell for enemies you want to put out of commission for a while, like the T-Resasaur. A useful technique is to junction it to your status attack, so you can attack an enemy and then put them to sleep. Slow- The Slow spell puts the Slow status on its target, if successful. The Slow status is the opposite of Haste. It causes a character to move very slowly and take turns less often in battle. Use this on enemies so you can attack more than they can. Stop- The Stop spell is just like the Slow spell, except instead of slowing down its target it stops him from making any turns completely. This rarely works on boss fights, but can be useful to stop your enemies so you can regroup. Thundaga- This Thunder elemental spell does a large amount of Thunder based damage to an enemy. Thunder magic works well against creatures that have a weakness to it (example: water based and human enemies). Enemies that have a strong defense against Thunder will not take much damage from it, or even absorb it. Thundara- This spell is just like Thundaga (see above), but only does moderate damage instead of strong damage. It doesn't junction as well, either. Thunder- This spell is similar to Thundaga and Thundara (see above), but the weakest of the three. It also junctions the worse. Tornado- This spell causes Wind based damage to all enemies. This is very useful against multiple creatures who do not have a strong defense against wind. This spells main use, however, is junctioning, as it does it very well. Triple- This is a very useful spell that allows its target to cast a spell three times in a row in one turn. This is great when you want to give a positive status spell like Shell, Haste, or Protect- in one turn. It is also very handy when you need to heal your entire party quickly. If an enemy (like Cerberus) uses this spell on itself, quickly cast Dispel on it to take it away. Ultima- This is the ultimate magical spell. Not only does it give a very large amount of damage to an enemy, but since it is non-elemental it works against practically any enemy. Not only that, but it junctions better than any spell in the game. Water- This spell does Water based damage to an enemy. It is useful against fire based creatures, like Bombs, but junctioning is its real strength. Considering how early on you can get this spell, it junctions very well. Zombie- This spell casts the status Zombie on its target, if successful. Zombie takes a character's HP down to 0, but they do not die. Instead, they attack at random on every turn (like Confuse), until they are cured of the Zombie status. Unfortunately, anyone cured of the status gets KOd, since there HP is at 0. If you are against enemies that cast Zombie, make sure you have it in your status defense, as it is a nasty status effect. |