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

White Magick

NameMPWhat it does
Arise50Removes KO and fully restores one ally’s HP.
Blindna8Removes Blind from one ally.
Cleanse20Removes Disease from one ally.
Cura32Restores HP to all allies in range and damages undead targets.
Curaga28Restores a large amount of HP to one ally and damages an undead target.
Curaja68Restores a large amount of HP to all allies in range and damages undead targets.
Cure8Restores a small amount of HP to one ally and damages an undead target.
Dispel16Removes beneficial statuses from one target.
Dispelga36Removes beneficial statuses from all targets in range.
Esuna24Removes many common negative statuses from one ally, but not every condition.
Esunaga72Removes many common negative statuses from all allies in range.
Holy60Deals heavy Holy-elemental damage to one target.
Poisona8Removes Poison from one ally.
Raise22Removes KO and restores 40% of one ally’s maximum HP; it can instantly defeat an undead target.
Regen16Gradually restores one ally’s HP over time.
Renew98Fully restores HP to all allies in range.
Stona12Removes Stone or Petrify from one ally.
Vox8Removes Silence from one ally.

Black Magick

NameMPWhat it does
Aero16Deals Wind-elemental damage to all targets in range.
Aeroga28Deals heavy Wind-elemental damage to all targets in range.
Ardor60Deals massive Fire-elemental damage to all targets in range.
Bio24Deals non-elemental damage and attempts to inflict Sap on all targets in range.
Blizzaga42Deals heavy Ice-elemental damage to all targets in range.
Blizzara18Deals Ice-elemental damage to all targets in range.
Blizzard8Deals Ice-elemental damage to one target.
Fira18Deals Fire-elemental damage to all targets in range.
Firaga42Deals heavy Fire-elemental damage to all targets in range.
Fire8Deals Fire-elemental damage to one target.
Flare48Deals massive non-elemental damage to one target.
Scathe70Deals heavy non-elemental damage to all targets in range.
Scourge48Deals heavy non-elemental damage and attempts to inflict Sap on all targets in range.
Shock34Deals heavy non-elemental damage to one target.
Thundaga42Deals heavy Lightning-elemental damage to all targets in range.
Thundara18Deals Lightning-elemental damage to all targets in range.
Thunder8Deals Lightning-elemental damage to one target.
Water12Deals Water-elemental damage to one target.

Time Magick

NameMPWhat it does
Balance18Deals non-elemental area damage equal to the caster’s missing HP.
Bleed12Attempts to inflict Sap on one target.
Break14Starts a countdown that ends in Petrify on one target.
Countdown8Starts a timer that reduces one target’s HP to 0 when it expires.
Disable16Prevents all targets in range from acting but does not stop their movement.
Float20Lets all targets in range cross traps safely and avoid Earth-elemental Magick.
Haste20Increases one ally’s action-charge speed by 50%.
Hastega70Increases the action-charge speed of all allies in range by 50%.
Immobilize16Prevents all targets in range from moving but does not stop their actions.
Reflect12Reflects most Magicks cast on one ally.
Reflectga24Reflects most Magicks cast on all allies in range.
Slow8Halves one target’s action-charge speed.
Slowga24Halves the action-charge speed of all targets in range.
Stop20Halts one target’s movement and actions for the duration.
Warp18Attempts to remove all targets in range from battle with X-Zone.

Green Magick

NameMPWhat it does
Blind10Attempts to halve one target’s normal attack accuracy.
Blindga20Attempts to inflict Blind on all targets in range.
Bravery24Raises one ally’s normal physical attack damage by 30%.
Faith24Raises one ally’s Magick damage and healing and improves status accuracy.
Oil8Attempts to make all targets in range take triple Fire damage.
Poison10Makes one target lose about one sixteenth of maximum HP every 12 seconds.
Protect8Reduces physical damage received by one ally by 25%.
Protectga36Reduces physical damage received by all allies in range by 25%.
Shell8Reduces Magick damage received by one ally by 25% and can reduce status accuracy.
Shellga40Applies Shell to all allies in range.
Silence8Prevents one target from casting Magicks.
Silencega22Attempts to inflict Silence on all targets in range.
Sleep10Puts one target to sleep; sleeping targets take 50% more damage and physical hits wake them.
Sleepga26Attempts to inflict Sleep on all targets in range.
Toxify26Attempts to inflict Poison on all targets in range.

Arcane Magick

NameMPWhat it does
Berserk10Doubles action-charge speed and raises normal attack damage by 50%, but removes direct control.
Bubble32Doubles one ally’s maximum HP while active.
Confuse10Makes one target mistake allies for foes.
Dark10Deals minor Dark-elemental damage to all targets in range.
Darkga30Deals heavy Dark-elemental damage to all targets in range.
Darkra20Deals moderate Dark-elemental damage to all targets in range.
Death30Attempts to inflict Instant Death on one target.
Decoy10Gives one ally Lure, drawing enemy targeting while it lasts.
Drain18Transfers HP from one target to the caster.
Graviga36Attempts to remove one half of every target’s maximum HP in an area.
Gravity20Attempts to remove one quarter of every target’s maximum HP in an area.
Reverse50Makes damage heal and most healing deal damage for a short time.
Syphon2Transfers MP from one target to the caster.
Vanish24Makes one ally harder for sight-based enemies to detect.
Vanishga60Makes all allies in range harder for sight-based enemies to detect.

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.

NameWhat it does
1000 NeedlesDeals exactly 1,000 damage to one target.
AchillesAdds a random elemental weakness to one target unless it has the Safety augment.
AddleRepeatedly reduces one target’s Magick Power, though many powerful enemies are immune.
BonecrusherAttempts to defeat one target by sacrificing some user HP; a miss can KO the user.
ChargeRestores MP based on the user's level; failure reduces the user's remaining MP to 0, so it works best near empty.
CharmAttempts to inflict Confuse on one target.
ExposeRepeatedly reduces one target’s Defense; all enemies are susceptible.
First AidRestores up to 20% maximum HP to an ally in HP Critical and misses other targets.
Gil TossSpends gil to deal area damage based on the active party’s remaining HP, capped at 9,999 per use.
HorologyDeals area damage based on the user’s level and the ones digit of the game clock’s minutes.
InfuseConsumes all remaining MP and sets one ally’s HP to ten times the MP spent.
LibraReveals traps plus a susceptible target’s HP, level, and elemental information while active.
NumerologyDeals doubling fixed area damage on successive hits, but a miss resets the shared party counter to 1.
PoachDefeats an enemy in HP Critical for alternate Loot while forfeiting EXP, LP, gil, and normal drops.
ReviveKO’s the user to revive one ally at full HP.
Shades of BlackCasts a random Black Magick without spending MP, making it risky against enemies that absorb an element.
ShearRepeatedly reduces one target’s Magick Resist; all enemies are susceptible.
Sight UnseeingWhile the user is Blind, attempts to reduce one target to single-digit HP.
SouleaterConsumes 20% maximum HP to make a ground-based physical attack at 1.4 times normal power.
StampCopies the user’s active statuses and their remaining durations to one target, except HP Critical.
StealAttempts to take an item from the target; Thief's Cuffs improve the success rates and allow multiple items.
TelekinesisLets a short-range melee weapon attack a flying or distant target, with damage based on weapon Attack and target level.
TravelerDeals fixed area damage based on steps since its last use; the counter resets after use or 1,000 steps.
WitherRepeatedly reduces one target’s Strength, though many powerful enemies are immune.

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.