Final Fantasy XII Reference
Magicks and Technicks
The original game has 81 Magicks and 24 Technicks. Every one is listed below with the same concise effect used by its tooltip. Names stay plain inside these tables because each row already supplies the useful answer.
Early Priorities
- Keep a basic heal available before buying extra damage spells.
- Buy Libra early and keep it active while exploring so traps and enemy information are visible.
- Give at least one reliable character a revival option. Phoenix Downs are faster to obtain than every character's Raise License.
- Protect and Shell are dependable boss-prep tools. Float matters whenever traps or earth-based attacks are the problem.
- Dispel becomes increasingly important once enemies begin maintaining their own buffs.
- Steal pays for itself throughout the game, especially with Thief's Cuffs.
White Magick
| Name | MP | What it does |
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| Arise | 50 | Removes KO and fully restores one ally’s HP. |
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| Blindna | 8 | Removes Blind from one ally. |
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| Cleanse | 20 | Removes Disease from one ally. |
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| Cura | 32 | Restores HP to all allies in range and damages undead targets. |
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| Curaga | 28 | Restores a large amount of HP to one ally and damages an undead target. |
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| Curaja | 68 | Restores a large amount of HP to all allies in range and damages undead targets. |
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| Cure | 8 | Restores a small amount of HP to one ally and damages an undead target. |
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| Dispel | 16 | Removes beneficial statuses from one target. |
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| Dispelga | 36 | Removes beneficial statuses from all targets in range. |
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| Esuna | 24 | Removes many common negative statuses from one ally, but not every condition. |
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| Esunaga | 72 | Removes many common negative statuses from all allies in range. |
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| Holy | 60 | Deals heavy Holy-elemental damage to one target. |
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| Poisona | 8 | Removes Poison from one ally. |
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| Raise | 22 | Removes KO and restores 40% of one ally’s maximum HP; it can instantly defeat an undead target. |
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| Regen | 16 | Gradually restores one ally’s HP over time. |
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| Renew | 98 | Fully restores HP to all allies in range. |
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| Stona | 12 | Removes Stone or Petrify from one ally. |
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| Vox | 8 | Removes Silence from one ally. |
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Black Magick
| Name | MP | What it does |
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| Aero | 16 | Deals Wind-elemental damage to all targets in range. |
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| Aeroga | 28 | Deals heavy Wind-elemental damage to all targets in range. |
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| Ardor | 60 | Deals massive Fire-elemental damage to all targets in range. |
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| Bio | 24 | Deals non-elemental damage and attempts to inflict Sap on all targets in range. |
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| Blizzaga | 42 | Deals heavy Ice-elemental damage to all targets in range. |
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| Blizzara | 18 | Deals Ice-elemental damage to all targets in range. |
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| Blizzard | 8 | Deals Ice-elemental damage to one target. |
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| Fira | 18 | Deals Fire-elemental damage to all targets in range. |
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| Firaga | 42 | Deals heavy Fire-elemental damage to all targets in range. |
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| Fire | 8 | Deals Fire-elemental damage to one target. |
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| Flare | 48 | Deals massive non-elemental damage to one target. |
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| Scathe | 70 | Deals heavy non-elemental damage to all targets in range. |
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| Scourge | 48 | Deals heavy non-elemental damage and attempts to inflict Sap on all targets in range. |
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| Shock | 34 | Deals heavy non-elemental damage to one target. |
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| Thundaga | 42 | Deals heavy Lightning-elemental damage to all targets in range. |
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| Thundara | 18 | Deals Lightning-elemental damage to all targets in range. |
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| Thunder | 8 | Deals Lightning-elemental damage to one target. |
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| Water | 12 | Deals Water-elemental damage to one target. |
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Time Magick
| Name | MP | What it does |
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| Balance | 18 | Deals non-elemental area damage equal to the caster’s missing HP. |
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| Bleed | 12 | Attempts to inflict Sap on one target. |
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| Break | 14 | Starts a countdown that ends in Petrify on one target. |
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| Countdown | 8 | Starts a timer that reduces one target’s HP to 0 when it expires. |
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| Disable | 16 | Prevents all targets in range from acting but does not stop their movement. |
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| Float | 20 | Lets all targets in range cross traps safely and avoid Earth-elemental Magick. |
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| Haste | 20 | Increases one ally’s action-charge speed by 50%. |
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| Hastega | 70 | Increases the action-charge speed of all allies in range by 50%. |
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| Immobilize | 16 | Prevents all targets in range from moving but does not stop their actions. |
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| Reflect | 12 | Reflects most Magicks cast on one ally. |
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| Reflectga | 24 | Reflects most Magicks cast on all allies in range. |
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| Slow | 8 | Halves one target’s action-charge speed. |
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| Slowga | 24 | Halves the action-charge speed of all targets in range. |
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| Stop | 20 | Halts one target’s movement and actions for the duration. |
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| Warp | 18 | Attempts to remove all targets in range from battle with X-Zone. |
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Green Magick
| Name | MP | What it does |
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| Blind | 10 | Attempts to halve one target’s normal attack accuracy. |
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| Blindga | 20 | Attempts to inflict Blind on all targets in range. |
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| Bravery | 24 | Raises one ally’s normal physical attack damage by 30%. |
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| Faith | 24 | Raises one ally’s Magick damage and healing and improves status accuracy. |
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| Oil | 8 | Attempts to make all targets in range take triple Fire damage. |
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| Poison | 10 | Makes one target lose about one sixteenth of maximum HP every 12 seconds. |
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| Protect | 8 | Reduces physical damage received by one ally by 25%. |
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| Protectga | 36 | Reduces physical damage received by all allies in range by 25%. |
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| Shell | 8 | Reduces Magick damage received by one ally by 25% and can reduce status accuracy. |
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| Shellga | 40 | Applies Shell to all allies in range. |
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| Silence | 8 | Prevents one target from casting Magicks. |
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| Silencega | 22 | Attempts to inflict Silence on all targets in range. |
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| Sleep | 10 | Puts one target to sleep; sleeping targets take 50% more damage and physical hits wake them. |
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| Sleepga | 26 | Attempts to inflict Sleep on all targets in range. |
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| Toxify | 26 | Attempts to inflict Poison on all targets in range. |
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Arcane Magick
| Name | MP | What it does |
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| Berserk | 10 | Doubles action-charge speed and raises normal attack damage by 50%, but removes direct control. |
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| Bubble | 32 | Doubles one ally’s maximum HP while active. |
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| Confuse | 10 | Makes one target mistake allies for foes. |
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| Dark | 10 | Deals minor Dark-elemental damage to all targets in range. |
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| Darkga | 30 | Deals heavy Dark-elemental damage to all targets in range. |
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| Darkra | 20 | Deals moderate Dark-elemental damage to all targets in range. |
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| Death | 30 | Attempts to inflict Instant Death on one target. |
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| Decoy | 10 | Gives one ally Lure, drawing enemy targeting while it lasts. |
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| Drain | 18 | Transfers HP from one target to the caster. |
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| Graviga | 36 | Attempts to remove one half of every target’s maximum HP in an area. |
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| Gravity | 20 | Attempts to remove one quarter of every target’s maximum HP in an area. |
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| Reverse | 50 | Makes damage heal and most healing deal damage for a short time. |
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| Syphon | 2 | Transfers MP from one target to the caster. |
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| Vanish | 24 | Makes one ally harder for sight-based enemies to detect. |
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| Vanishga | 60 | Makes all allies in range harder for sight-based enemies to detect. |
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Technicks
Technicks normally cost no MP, though several spend or risk HP, MP, or gil as part of their effect. Charge belongs below healing and revival Gambits because failure empties the user's remaining MP.
| Name | What it does |
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| 1000 Needles | Deals exactly 1,000 damage to one target. |
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| Achilles | Adds a random elemental weakness to one target unless it has the Safety augment. |
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| Addle | Repeatedly reduces one target’s Magick Power, though many powerful enemies are immune. |
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| Bonecrusher | Attempts to defeat one target by sacrificing some user HP; a miss can KO the user. |
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| Charge | Restores MP based on the user's level; failure reduces the user's remaining MP to 0, so it works best near empty. |
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| Charm | Attempts to inflict Confuse on one target. |
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| Expose | Repeatedly reduces one target’s Defense; all enemies are susceptible. |
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| First Aid | Restores up to 20% maximum HP to an ally in HP Critical and misses other targets. |
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| Gil Toss | Spends gil to deal area damage based on the active party’s remaining HP, capped at 9,999 per use. |
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| Horology | Deals area damage based on the user’s level and the ones digit of the game clock’s minutes. |
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| Infuse | Consumes all remaining MP and sets one ally’s HP to ten times the MP spent. |
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| Libra | Reveals traps plus a susceptible target’s HP, level, and elemental information while active. |
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| Numerology | Deals doubling fixed area damage on successive hits, but a miss resets the shared party counter to 1. |
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| Poach | Defeats an enemy in HP Critical for alternate Loot while forfeiting EXP, LP, gil, and normal drops. |
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| Revive | KO’s the user to revive one ally at full HP. |
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| Shades of Black | Casts a random Black Magick without spending MP, making it risky against enemies that absorb an element. |
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| Shear | Repeatedly reduces one target’s Magick Resist; all enemies are susceptible. |
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| Sight Unseeing | While the user is Blind, attempts to reduce one target to single-digit HP. |
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| Souleater | Consumes 20% maximum HP to make a ground-based physical attack at 1.4 times normal power. |
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| Stamp | Copies the user’s active statuses and their remaining durations to one target, except HP Critical. |
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| Steal | Attempts to take an item from the target; Thief's Cuffs improve the success rates and allow multiple items. |
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| Telekinesis | Lets a short-range melee weapon attack a flying or distant target, with damage based on weapon Attack and target level. |
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| Traveler | Deals fixed area damage based on steps since its last use; the counter resets after use or 1,000 steps. |
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| Wither | Repeatedly reduces one target’s Strength, though many powerful enemies are immune. |
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Acquisition Rule
Buying an ability does not make it usable by itself. A character must also unlock the matching License on the original game's shared License Board. The walkthrough will flag the shop window and License priority together when the timing matters.