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Tuesday, January 25, 2011

Final Fantasy XII - Resource - Spells

Overview: Final Fantasy XII has most of the familiar Spells from older games, as well as some new ones, but the biggest change is the switch from two schools of magic: namely Black and White, and splits them up into Black, White, Time, Green, and Arcane Magick.

White Magick
An integral set of Spells to be sure, dealing with restoration of HP, removing Status effects, reviving KO'd characters, and inflicting Holy damage.


Black Magick
A core set of Spells, inflicting elemental and non-elemental damage to enemies. Infinitely useful.
Time Magick
Time magick has Spells that used to be part of White and Black Magic, and both inflicts negative status effects on enemies and grants helpful status effects on characters, most dealing with the rate of actions in battle.
Green Magick
This set is all about inflicting negative status effects, with the exception of Protect and Shell, which oddly enough was taken out of its traditional home in White Magick.
Arcane Magick
This is an odd set, with spells that deal Dark damage, and status effects that traditionally were part of Black Magick.


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