Final Fantasy magic
In Square Enix's (formerly Square Co., Ltd.) Final Fantasy series of computer role-playing games, magic is one of the two principal forms of attack. Although the specific features of the magic system vary significantly from game to game, many concepts have remained consistent throughout the course of the series. Magic in Final Fantasy has contributed in setting the standard for contemporary role-playing games[1] and is integral in establishing the fictional reality of the individual games.[2] Final Fantasy's system of magic contains numerous religious references that help establish the plot and theme of the games, many of which had been censored in the United States previous to Final Fantasy VII.[3] Magic has also been interpreted in the series as a poetic representation of existing practices and effects, and has added to the level of strategy within Final Fantasy games.[4]
This article is meant to serve as a basic overview of Final Fantasy magic and the most commonly recurring Final Fantasy magic spells. For specific details about the magic system of a particular Final Fantasy title, please see the article on that particular game.
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Concept and creation
Overview
Magic spells can have offensive, restorative or indirect effects on the target. Offensive and restorative usually affect the HP and/or MP of the target based on their magic resistance, and possibly their resistance to a given element. Indirect effect spells are spells that cause and cure status effects, affect speed of an opponent, modify a target's statistics, raise or dispel magical barriers and various other results depending on the game. By default, offensive and negative indirect spells target enemies, while restorative and supportive indirect spells target party members, although in some games, it is possible to cast restorative spells against the enemy, or cast offensive spells against a party member for strategic purposes.
Within the boundaries of the series, offensive spells are generally classified as Black Magic, and restorative spells are generally classified as White Magic. The indirect spells are divided into different categories depending on the individual game. In addition to the above categories of magic, where the character casts the spell directly, some titles include Summon Magic, where the character calls another entity to perform the actual magic. Summon Magic can serve in either offensive or defensive capacity.
Spells can also be divided into elemental spells and non-elemental spells. Elemental magic is associated with a particular element of nature, such as Fire, Ice, Lightning, Water, Wind, and Earth. The number and names of the elemental spells vary from game to game. Sometimes three other elements, Poison/Bio, Holy/Light and Shadow/Dark are added. Non-elemental spells are not associated with an element. Examples include spells that affect the status of the target.
Each magic caster possesses a level of magic power, which affects the damage of a given spell. Characters with higher magic power will deal more damage than the same spell cast by someone with a lower magic power. Certain characters can have affinities to an element: for example, a Fire magic spell from a fire-based character will cause more damage than a wind-based character casting it. Each target possesses magic resistance, which lessens the effect of magic spells. In addition to the magic resistance of the target, certain targets have a different resistance (positive or negative) to certain elementals: they may receive more damage than usual from spells associated with that elemental (usually 200% damage) or less (usually 50%); they may nullify the damage (0%) or absorb it (usually 100% of the damage is converted to health gain). Non-elemental magic damage depends only on magic resistance.
In many games, only certain job categories can cast certain spells. For example, a White Mage can cast white spells, while a Black Mage can cast black spells. In some games, there is also a Red Mage that can cast spells from the Black and White magic. Usually a Red Mage cannot learn the highest spells, and often is not as powerful at casting spells from either class as its typical user.
Spell levels
In most Final Fantasy games, certain types of magic are divided into various power levels. As the player progresses through the game, successively more powerful versions of basic spells become available. The series has developed a naming convention to identify second, third, and fourth level magic spells, which appends a specific suffix to the name of the first level spell, with possible minor variations in the root word. The suffixes are -ra for the second level; -ga for the third, and -ja for the fourth. For example, the name of the second level version of Thunder is named Thundara and the third is Thundaga. Likewise, the second and third levels of Fire become Fira and Firaga, respectively, and Blizzard becomes Blizzara and Blizzaga.
The fourth level suffix (-ja) is infrequently used; few games in the series feature magic spells with four power levels, the Cure spell being the only example in more recent titles. Other examples are the Dia and Heal spells. In the few times they are used, elemental spells such as Thundaja are extremely powerful.
The one exception to this rule is Final Fantasy II, which used a vastly different magic system from other games in the series. Spell names in Final Fantasy II were given in katakana, and rather than appending one of the above suffixes to signify a more powerful version of a spell, a simple numerical modifier was added to the end of the name. Each spell in Final Fantasy II could be raised to level 16. For example, if the spell Thunder were leveled up to level 16, it would be called Thunder 16. Enemy spells, however, used Latin number suffixes, such as 'XVI' for level 16.
In earlier English localizations of the Final Fantasy series, those prior to Final Fantasy VIII, translators decided not to use the above suffixes, using a simple numerical modifier instead. In other words, Firaga would become Fire 3. Thunder was shortened to Lit or Bolt, and Thundara would be denoted as Lit2 or Bolt2. Some re-releases of the earlier software (i.e. Final Fantasy Advance VI) have been restored to use the suffixes instead.
In Final Fantasy XI, spells tiers are distinguished from each other by Roman numerals (e.g., Thunder, Thunder II, Cure, Cure II). Fourth level spells (such as Cure IV and Thunder IV) are equivalent to the -ja suffix found in previous Final Fantasy games. The suffixes 'ra' and 'ga' denote area-of-effect magic. Some spells reach a fifth tier, although with the exception of Cure V, Protectra V, and Shellra V, they are mostly unavailable to players and even enemies.
Magic items and equipment
In most Final Fantasy games, a collection of items have effects similar to various magic spells. In some cases, items can have different levels that correspond to the level of the spell. For example, the item Bolt Plume in Final Fantasy VII casts Bolt 2 against all enemies, while Swift Bolt casts Bolt 3 against all enemies. These items can be useful for those characters who are incapable of casting a given spell, as well as when a character is temporarily unable to cast spells, such as when afflicted with the Silence status or a lack of Magic Points. Most items may only be used once, and some may only be used in battle, while others can only be used from the field menu. Menu-restricted items often cast spells such as Warp, which teleports the player's party out of a dungeon or region.
Armor can have elemental properties, generally protecting the wearer from certain elemental attacks. Armor also may have three levels, with varying effects: for the first level, the armor will lessen the effect of an elemental attack; for the second, the armor will eliminate the effect of the attack; for the third, the armor will absorb the attack, healing the wearer. Also, a character can wear a mixture of elemental armor, such as body armor that absorbs Fire, and a helmet that absorbs Thunder.
Some weapons can deal elemental attacks a certain percentage of the time, and/or inflict status effects. In early games in the series, weapons with elemental attack attributes could be accessed from the item list in battle and used to cast certain magic spells (such as the Judgment Staff casting Flare in Final Fantasy I). Certain weapons (e.g. Healing Rod) can have restorative powers, although these same weapons would inflict damage on undead targets.
Types of magic
Generally speaking, magic in the Final Fantasy series can be divided into distinct types: White Magic, used by White Mages, which heals or otherwise supports party members; Black Magic, used by Black Mages, which is used to attack enemies; Time/Space magic, used by Time Mages, which affects the flow of time (such as slowing down or speeding up a target's actions) or warps matter (Gravity spells, for example); Blue Magic, used by Blue Mages, which incorporates a variety of special attacks used by monsters; and Summon Magic, used by Summoners, in which spells are cast that call forth magical creatures who attack enemies or offer support to party members. Not every game necessarily classifies spells in this manner, and the specific classification of a spell can vary from game to game.
The following sections serve as a rough guide of the more prominent spells in the Final Fantasy series. Not every spell from the series is included. For more detailed information on the various spells in the Final Fantasy series, see the magic and summon magic lists at the Final Fantasy Wiki.
White Magic
Among the basic White Magic spells is the healing aid Cure and its enhancements, Cura, Curaga, and Curaja. Cure, together with spells that awakens a fallen party member (Life) or (Raise), that reduces damage received from physical attacks (Protect) or magical attacks (Shell), or that nullifies negative status ailments (Esuna), comprise the core group of White Magic spells for which the White Mage job class has gained its defensive-based connotation.
Other notable spells from this category include Reflect, a spell that will redirect most subsequent spells to a member of the opposing side, Dispel, which removes positive status enhancements, such as Haste and Regen, and Holy, one of the few offensive spells in this category, and one of the more powerful offensive spells in the Final Fantasy series; in English localizations of Final Fantasy, Final Fantasy IV and Final Fantasy VI, it was called "Fade," "White" and "Pearl," respectively, due to Nintendo's strict ban on religious items (such as churches) in US versions of games.
Black Magic
As with White Magic, Black Magic has a group of commonly associated spells, among which a set of element-based offensive spells — and their respective enhancements — figure prominently. These include notably Fire, Ice/Blizzard, Thunder/Bolt. The Black Magic category is also frequently associated with various spells that inflict status-altering abnormalities, such as Poison, which that causes HP to drop at a set rate; Toad, which that changes its target into a frog; Zombie, which usually used to render a target susceptible to damage from curative spells.
This magic class also often — but not consistently — includes two of the most powerful offensive spells featured in the series: Flare, a generally non-elemental spell which appeared as Fire-based in Final Fantasy VII and Final Fantasy XI; and Ultima, a non-elemental spell that generally appears as the most powerful offensive spell accessible to the player. Flare was translated as Nuke in the initial US releases of Final Fantasy and Final Fantasy IV, along with a corresponding change to Bahamut's summon ability in the latter game.
Time/Space Magic
The Time/Space Magic category of magic broadly encompasses those spells which relate to spatial status (including outer space and the concept of teleportation) and the flow of time. In Final Fantasy VI, it is grouped under the alignment of "gray" along with what would become green magic. Spells implemented to affect the rate of activity for the playable characters and their opponents include Haste, a spell that increases how frequently a target takes turns; Slow, its opposite; Stop, a spell that immobilizes its target; and Quick, a spell that gives its target one or two turns instantly. Spells that affect their targets' spatial status include such spells as Teleport, also known as Warp, which usually appears as a spell that allows the playable characters to escape from battle or a dungeon; and Degen (also translated as ZAP!, X-Zone or XZone), a spell that removes an enemy by banishing it to an alternate plane of space/time. Other spells that occasionally fall under the Time/Space Magic classification are Gravity-based spells such as Demi, a spell which reduces its target's HP by 1/2 of its current HP; as well as Meteor, a spell in which a single large meteor or a cluster of smaller meteors are hurled at a target. Meteor featured heavily in Final Fantasy VII's storyline.
Time/Space Magic was not identified as a separate classification until Final Fantasy V, and has appeared only semi-regularly since then. Because of this, many spells associated with the classification are also associated with either White or Black Magic. As with White Magic and Black Magic, various Time/Space Magic spells have enhanced levels, to which may be applied the "-ra," "-ga" and "-ja" suffixes.
Blue Magic
Blue magic was introduced in Final Fantasy V, and operates slightly differently from other forms of magic. Blue magic spells are special attacks used by monsters, which are typically learned by Blue Mage characters through some form of observation, though the mechanics vary somewhat from game to game. They are not divided into levels like many other schools of magic, and several games in the series have referred to Blue Magic by some other name.
Blue Magic can provide a variety of abilities not accessible to other characters, but acquiring them can be difficult. In Final Fantasy VII the player often must be strong enough to be hit and survive the attack to use it, must control an enemy (or cast reflect) to get an ability never cast on an opponent, and is usually not told in the game which abilities can be learnt. Depending on the rarity of the enemy and the frequency the desired spell is cast, it can take a considerable amount of time to learn a given spell. Typical Blue Magics include White Wind (heals HP to entire party equal to the caster's HP), Mighty Guard (casts Shell and Protect on the party, sometimes with another effect like Haste or Float), and 1000 Needles (deals exactly 1000 points of damage to the target, regardless of defenses).
Blue Mage appears as a playable job class in Final Fantasy V, Final Fantasy XI, Final Fantasy X-2 (as Gun Mage) and Final Fantasy Tactics Advance. Strago Magus from Final Fantasy VI and Quina Quen from Final Fantasy IX use Blue Magic as their unique character abilities, though Strago's Blue Magic is renamed Lores. Quistis Trepe from Final Fantasy VIII' and Kimahri Ronso from Final Fantasy X use Blue Magic for their Limit Breaks. Blue Magic, renamed Enemy Skills, can be used in Final Fantasy VII by equipping the Enemy Skill Materia. Several high-level magic spells in Final Fantasy Tactics, including Ultima, Zodiac, Cure-4 and the level 4 elemental spells, may be learned in a way similar to Blue Magic, but not exclusively. With the expansion pack Treasures of Aht Urhgan for Final Fantasy XI, when players reach level 30 a sidequest is unlocked which, when completed allows players to use Blue Mage as a main or sub job.
Other types of magic
Spellblade is the ability used by Mystic Knights in Final Fantasy V to endow an equipped sword with an offensive magic spell (as such both Flare and Holy can be used, even though they are from different magic classes), or with status-harmful spells (such as Poison or Sleep). When they strike the enemy with the enchanted blade it engulfs the enemy with the selected spell as well as slicing them. Spellblade is classified as a type of magic in Final Fantasy V, however, in another game featuring it, Final Fantasy IX, it is a combination attack between Vivi the black mage and Steiner the knight. In Final Fantasy XI Red Mages can cast En-spells (examples: Enfire, Enwater, etc.) onto their own weapons. In Final Fantasy Tactics Advance, the Gladiator class has the Spellblade ability. In Final Fantasy Tactics: War of The Lions, Templars Beowulf and Aliste have the Spellblade command. Spellblade has classically been translated as Magic Sword for the original North American PSX releases of Final Fantasy V and Final Fantasy IX. It is also used by Genesis in Crisis Core: Final Fantasy VII.
Dark Arts, appearing only in Final Fantasy V Advance, is magic utilized by the secret Necromancer job class. To learn this magic, a Necromancer must defeat an enemy that knows the spell. The Dark Arts are often expensive to use, but they are among the strongest spells within the game.
Arcane Magic was first introduced in Final Fantasy X-2 as the magic used by the Dark Knight dress sphere. It is also one of the five magic classes in Final Fantasy XII. This class of magic features unusual offensive and debilitating spells such as Death, Dark, Gravity, Bubble and Berserk. The first Arcane Mage appears in Final Fantasy Tactics A2 as a Nu Mou -specific job. [5]
Green Magic was introduced in Final Fantasy XII, and was formerly known as Yin-Yang magic in Final Fantasy Tactics. Green magic consists of spells that affect a character's status, with positive or negative effects. Green magic includes spells such as Protect, Shell, Blind, Silence, and Poison. There's a first true Green Mage as a job class for the Viera in Final Fantasy Tactics A2. [6]
Magic-like abilities
Throughout the course of the series, there have been many magic-like abilities that are not strictly called magic. They usually do not require MP to use. In Final Fantasy III, many classes have a spell-like ability unique to that class. For example, Dark Knights can use Souleater/Darkness to attack all enemies at once at the cost of their own HP, and Warriors can Advance to increase their attack power while sacrificing defense. Magic-like abilities also include "special/skill" (Final Fantasy X) and "technicks" (Final Fantasy XII). Some examples are the command abilities "Devour", "Treatment" and "Recover" (Final Fantasy VIII) and certain abilities gained by equipping materia (Final Fantasy VII). Limit Breaks may also have effects similar to magic spells.
Ninjutsu, shown in both Final Fantasy IV and Final Fantasy XI, deals with ninja-related abilities. It is used by the character "Edge" in Final Fantasy IV and by adventurers sporting the Ninja class in Final Fantasy XI. It deals with both supportive and offensive magic, to assist the character in battle. Some of these abilities happen to be special abilities that are in the form of a spell. Ninjutsu has been seen in other games in the series, however in these cases it has usually referred to physical abilities rather than magic. This classification is also found in Final Fantasy Tactics Advance under the job class Ninja, although in the game itself, the naming is Ninja Skill.
Geomancy, used by the character class geomancer, comprises very different spells compared to the other classes. They can control the environment around them. Geomancers were first introduced in Final Fantasy III. In most of the games they appear in, the magic manifests itself as a single command (in Final Fantasy III the command was called Terrain) that uses the spell for the terrain the character is currently fighting in. Final Fantasy VI had a slightly different form of Geomancy with Mog's Dance command. Mog learned a dance for every terrain he fought in, and by performing that dance he could use the spells of that terrain. Geomancy also appeared in Final Fantasy Tactics Advance as a support ability that boosts a Black Mage's magical spells.
Songs are classified as magic in Final Fantasy V. Bards generally use magic for support, but Alluring Air confuses enemies, while Romeo's Ballad stops them, and Requiem damages undead. Bards are available in Final Fantasy XI and have MP regeneration songs and stat boosting songs. The job may not be as popular as some other advanced jobs, but Bards can be very powerful allies in large parties. The Songstress dressphere of Final Fantasy X-2 allows attribute-enhancing songs to be sung with the Sing command (such as the magic-boosting Esoteric Melody or the aid to evasion Matador's Song). Some of the status-inflicting dances can benefit the party as well.
Summoning Magic
Summoning Magic calls forth magical creatures to attack enemies and/or heal or protect party members. The mechanics of Summon Magic vary from game to game, including which characters are capable of using it, how it is utilized, and how new summon spells are acquired. Despite the significant differences in Summon Magic across the series, it has appeared in one form or another in most Final Fantasy titles in the main numbered series, as well as spin-off titles. Summons magic has appeared in the main titles since Final Fantasy III, as well as Final Fantasy Tactics, Final Fantasy Tactics Advance and Final Fantasy: Unlimited. Although Summon Magic is not used in Final Fantasy X-2 (due to the ending of Final Fantasy X), it is referenced throughout the game, referring back to the previous game.
In several titles, namely Final Fantasy III, Final Fantasy V, Final Fantasy VII, Final Fantasy Tactics and Final Fantasy Tactics Advance, Summon Magic has little to no role in the storylines, appearing only in the command list for the Summoner job class or as attacks provided by various Summon materia. However, summons have served as a key plot element in the rest of the series, notably Final Fantasy VIII and Final Fantasy IX, where they play a large role in certain parts to the story, and Final Fantasy X, where they are part of the main story.
Summon Magic took on a more central role in the plot of Final Fantasy IV, where one of the main characters, Rydia, was the last surviving child of Mist, an isolated mountain village of Summoners. Later, she would discover an underground kingdom of summon monsters presided over by King Leviathan and Queen Asura, and make allies of them. The missing god of summoned monsters named Bahamut resides on the Moon in a secret cavern watching over his people.
In Final Fantasy V, although no character necessarily gains the ability to use summon magic, a significant number of sidequests culminate in the acquisition of a summoned monster, usually by way of a boss battle versus the summoned monster. These are prominent in their relative difficulty, especially compared to other class-ability-sidequests, such as those for the Bard. Several summoned monsters are either obvious to the central plot, such as Leviathan, or related to central characters, such as Phoenix.
In Final Fantasy VI, summoned monsters are called "espers" in the North American localization play an even larger role in the storyline. They are described as humans that were transformed in the magical crossfire between gods, and who then created their own world, sealing the gate between it and the human world. One of the game's main characters, Terra Branford, is the daughter of an esper and a human woman. As a result, Terra has various magical powers and can transform into a esper-like form. With some notable exceptions, the remains of fallen esper, magicite, provided the means for characters to learn spells.
In Final Fantasy VIII, Summon Magic has a significant impact on one of the story's major plotlines. During the game, it is revealed that the powers of summoned monsters (called Guardian Forces or GFs) are dangerous to the human psyche, and that regular usage of such magic results in long-term memory loss. Due to this, all but one of the game's main characters have forgotten a significant portion of their early lives at the beginning of the game. Characters must 'junction' a GF to themselves before they can summon it, at which point the GF will give the character all of their power. Without the ability to summon the GFs, the characters would only be able to use their standard attack and limit breaks.
Final Fantasy IX was similar to Final Fantasy IV in that not all party members were capable of using Summon Magic. Here called "Eidolons," summons are featured quite prominently, being utilized by the game's villains to render destruction around the world. Eidolons are learned through the attachment of precious minerals such as amethyst and diamond to the characters Garnet Til Alexandros XVII (alias Dagger,) the Princess of Alexandria who has a strange connection to "Eidolons" and Eiko Carol, a six-year-old girl living in Madain Sari, the lost village of the Eidolon summoners (which the player discovers late in the game is also Garnet's birthplace.)
In Final Fantasy X, summoned monsters (known in the game as Aeons) are playable for the first time. Aeons and their use play a key role in the workings of the planet Spira, specifically in regard to the Yevon religion, which psychologically controls the world. (For more information, please see Spira.)
In Final Fantasy XI, avatars (part of the game's summoning magic) are controlled by people with the main or support job of summoner. They learn new magic and physical attacks as the summoner progresses in level. The majority of them are obtained by fighting them either solo or in a group in their domain (Protocrystals in the case of the sleeping gods). Their special abilities are unlocked when the summoner activates the ability Astral Flow. At the cost of the Summoner's remaining MP, the avatars can use the special ability unlocked by Astral Flow. The avatars themselves are a major part of the Vana'diel storyline. The protocrystal avatars are of the original gods and each have a myth surrounding them. Then there are five terrestrial avatars born of Vana'diel to protect the five mothercrystals. The Federation of Windurst's storyline deals with the banned magic of summoning and the death of its greatest hero, Karaha-Baruha, a summoner who sacrificed himself to call forth Fenrir and destroy the Yagudo forces invading Windurst. The two most recent expansions have dealt heavily with avatars, Chains of Promathia with the terrestrial avatars (Phoenix, Diabolos, Fenrir, Carbuncle, and Bahamut), and Aht Urghan with the celestial Alexander and Odin. Not all avatars are available to the player - Phoenix, Bahamut, Odin, and Alexander only make story appearances. Summoners can also form pacts with elementals that rely more on magic and behave more on their own. It is explained that summoned avatars are only a portion of the avatar, with the exception of elemental summonings.
In Final Fantasy XII, Summon Magic appears once more with creatures known as Espers, as in Final Fantasy VI. Many of these espers are Lucavi monsters from Final Fantasy Tactics, Totemas from Final Fantasy Tactics Advance, and final bosses from earlier Final Fantasy games. In this game, they are scions created by the gods. The female esper, Ultima, convinced the other espers to rebel against the gods (except for Zodiark). The espers lost this war and their fate can be known as players acquire them. Characteristics of these espers are based on the thirteen Western astrology star signs, evident from the gems players can steal from them during their respective battles (e.g. Belias is characteristic of Aries, players can steal an Aries gem from him). Espers must be defeated in order to acquire them, and once defeated, one character will be selected to perform a pact with the said esper, thus becoming the only character to use it. Espers are controlled by A.I, except for the Final Fantasy XII Zodiac Job System release, where the player can opt to take control of an esper.
In Final Fantasy Tactics Advance, "Summon Magic" was used by one class, the Summoner, but the game never explained exactly what the things being summoned were. Also, after the player defeats and obtains the first Totema, the Totema command becomes available to the characters whose race is eligible for the Totema (ex. A Viera-class character cannot use the Totema for the Humans, and vice versa).
Summon Magic also appears in the anime series, Final Fantasy: Unlimited. It is the central means of combat for two of the main characters, Kaze and Makenshi. Kaze's Summon Magic functions through his MaGun ("Magic Gun") by mixing three types of bullet that each contain a sandy material created from the lives of those who fought Chaos in vain (called "Soil") that represent qualities of the summon. When he then fires the MaGun, the summon associated with that Soil is called into action. Makenshi's own summon power comes from the Mist bottles he carries and unleashes their power by linear cuts from his MaSword. Another character, Lisa, can use her Kigen Arts for a summon, but the strain of the life energy needed could weaken her severely or kill her.
Among the more prominent summon spells featured in the series are Ifrit (a Fire-elemental Djinn), Shiva (a blue-skinned, Ice-elemental goddess), Bahamut (the "King of Dragons"), Odin (a mounted knight riding Sleipnir and often performing one-hit kills), Leviathan (a Water-elemental sea serpent), Tiamat (a Thunder-elemental wyrm), and Carbuncle (a green lizard or fox bearing a ruby on its forehead who bestows beneficial status effects on the party).
Notes and references
- ^ "...the Final Fantasy series set the standard for contemporary RPGs with their striking graphics, character development and increasingly difficult magic and fighting systems." Park, Jane. Final Fantasy: The Spirits Within A Case Study.[1]
- ^ "...'reality' is evaluated through inferences based upon schemata drawn from physics, psychology, magic, and religion." Spoors, Glen. Meaning and Emotion in Squaresoft's Final Fantasy X: Re-Theorizing "Realism" and "Identification" in Video Games. January, 2005.[2]
- ^ "It then produced Final Fantasy VII for Sony, the first uncut Final Fantasy title released in the United States. Nintendo had been censoring language and religious references in the previous Final Fantasy games, limiting what the main design team could do in terms of the plot and theme." On, Alicia. The Religions Behind Final Fantasy. March, 2001. [3],
- ^ "Using a water-based spell like Watera against a fire monster is no different from using a hose, and is strategically equivalent to using a Piercing attack against a monster with armor. In this respect, specific magical practices and effects may be accepted as marvelous, but may also be read as poetic representations of existing scientific practices and effects." Spoors, Glen. Meaning and Emotion in Squaresoft's Final Fantasy X: Re-Theorizing "Realism" and "Identification" in Video Games. January, 2005.[4]
- ^ FINAL FANTASY TACTICS A2
- ^ FINAL FANTASY TACTICS A2
External links
- Final Fantasy Compendium's full list of summons
- Shoukan Kedamono - Covers all of Shiva's Final Fantasy incarnations
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