In the Final Fantasy VII Remake, spells allow a party member to conjure various magical abilities only if a Magic Materia is equipped, these may vary from damaging, healing, and status-inducing spell.Conjuring a spell costs mana and requires a segment of the ATB bar. Click the register link above to proceed. Dia - (Diara - Diaga) - Stop Halt all movement and actions.. Any instant death spells - I never use them. It can be cast by piling Blizzard and Clear. In 2D versions the spell power is +8 of the target's Speed modifier (with the default speed modifier being 16 for all targets), and can go up as far as 32, halving the target's ATB speed. Death - Slow is an active ability inflicts Slow on a single target for 3 AP. You can help the Final Fantasy Wiki by, This section about a spell in Final Fantasy Explorers is empty or needs to be expanded. The potency of the attack speed reduction is a function of the difference between caster and target MND. It lowers the speed of one target by 25% for four turns. LOK2 was dumb as well, come to think of it. The spell slow can be purchased in Rabanastre, Barheim Passage, and the Nalbina Fortress and costs 8 MP to cost. Burst - Choke - I think both those spells are kinda useless. Slow is a White Magic spell that can be cast for a cost of 14 MP. Stop is a magical spell in Final Fantasy VII Remake. Slow Monsters take fewer turns, which means they deal less damage and give you more time to … Silence - It can be reflected and works with Return Magic. Slow (SLOW on the NES and Slow1 in Final Fantasy Origins) is a level 2 Black Magic spell that can be bought in Pravoka and can be learned by the Black Mage, Black Wizard, Red Mage, Red Wizard, and Ninja job classes. Slow (SLOW on the NES and Slow1 in Final Fantasy Origins) is a level 2 Black Magic spell that can be bought in Pravoka and can be learned by the Black Mage, Black Wizard, Red Mage, Red Wizard, and Ninja job classes. Multiple slow effects don’t stack. Poisona - Ultima - It reduces a target's agility, can be used once per battle, and up to twice a day. Time Mages have the ability to cast Slow, which decreases the rate in which the affected unit's CT gauge fills, for 8 MP. Enthunder - There are several different "types" of magic, and several "levels" within each type. Enwater - In this guide you can learn how to fuse spells in both single-player and multiplayer. Refresh - Thunder - (Thundara - Thundaga - Thundaja) - You can help the Final Fantasy Wiki by, This section about a spell in Chocobo's Dungeon 2 is empty or needs to be expanded. Rosa, Porom, Fusoya, and White Mages always have this ability. The following is a list of abilities associated with the Ravager role. Besides, I'm not a big fan of instant death spells. Slow's upgrade is Slow II. There is also the more powerful spell Slowga, which casts Slow on all opponents. Meteor - Meddles with time's flow, reducing target's speed. Dark - (Darkra - Darkga) - Reduce target's ATB gauge recharge rate and deal magic damage. The following is a list of abilities available in Final Fantasy XIII. This article is in need of a few pictures. Slow : 8 : All enemies : Base chance of 20 to set targets' # of hits to 1 : Rog, R-Mag, B-Mag 180 : Spell Level 3. It causes the active time gauge to fill more slowly. Velius99 5,637 views. The flow of time for the character is slowed, increasing time required to act. Most bosses are not immune to Slow, so it usually proves a sound strategy to use it at the start of a battle. Slow is a Level 1 Time Magic spell and costs 3 MP to cast. SLOW reduces a Monster's number of attacks per round to 1. Slow - You can help the Final Fantasy Wiki by, This section in Guardian Cross is empty or needs to be expanded. Slow is the second ability of Time Materia, costing 3 MP to cast. Scourge and Slowra are your choice. NulFrost - If you find any errors (typing or statistical) wrong with this list, or have any suggestions, please let me know. It has an ATB cost of 1. Float - It has a casting time of 1, costs 14 MP in the 2D versions, and 10 MP in the 3D versions. Language: English Location: United States Restricted Mode: Off History Help The enemies Killbin and Bahba Velamyu, and the bosses Helletic Hojo and Bizarro∙Sephiroth, can all use the spell against the party. A character needs to be a Commando in order to use these abilities. In Final Fantasy Crystal Chronicles Remastered Edition (FFCC), you can fuse different spells to get a new spell with a different effect or fuse similar spells to create a more powerful version of that spell. Teaches the white magic Slow. Yes, these resist spells are quite sad. It costs 5 MP to cast, has a hit rate of 120, and is vulnerable to Runic. It is cast by stacking Blizzard and Clear. This part of the guide will list the various magic available in the game. The spell can only target single enemy, and is not as useful as previous incarnations, but is effective against a number of early bosses. It slows down the speed of all enemies, reducing their Hit Rate. Protect - (Protectga - Protectra) - Osmose - Slow decreases movement and attack speed of nearby enemies. Enfire - Some characters in the game learn a specific type of magic, which in turn make them either a black mage or a white mage. Final Fantasy 1 Spell List. Slow - It has no effect on Doom, except in as much as it allows the player to take fewer actions before the countdown reaches 0. Fear - It can be used by Mishiva, Shiva★, Shiva-Ixion, Shivalry★, Undead Princess, and Undead Princess★. Break - (Breakga) - Slow is an Effect spell learned through the magicites Siren at a x7 rate and from Quetzalli at a x20 rate. Vivi can use the spell. The spell also only junctions well with Speed, Status Attack, or Status Defense, but there are several better options for junction with Speed than Slow. In multiplayer mode, players can align their spells and cast together to fuse them. It also delays Gradual Petrify, delays recovery from Sleep, and delays the effect of Poison. Sleep - (Sleepga) - Shoot a magical missile that has a chance of slowing down an enemy, reducing its mobility and AP recovery speed. Ok, this is pretty obvious. Slow (スロウ, Surou?) Slow is a magic spell in Birth by Sleep, Re:coded, and Kingdom Hearts 3D: Dream Drop Distance. Final Fantasy 2 » Magic List There are two types of magic in Final Fantasy 2: White Magic and Black Magic. Slow is a White Magic ability with a Rarity of 1☆. Stona - Freeze - Conjuring a spell costs mana and requires a segment of the ATB bar. Magic bugs are a series of bugs found throughout the series that is related to magic. Shell - (Shellga - Shellra) - Raise - (Arise - Reraise) - Comet - Bravery - Temporarily reduces foes' number of attacks. Attack speed reduction = 14.88% + ( (Caster MND - Target MND) * 0.2) If caster MND < target MND. Drain - For only 10 MP more than Dia II, the spell is worth at least throwing a couple merits on. Slow can be cast by Blue Dragon, Curlax, Level 10 Magic, Level 50 Magic, and Abaddon. It is stealable through the ability Steal: Ability, and is also susceptible to Return Magic. Any character can learn Slow by having them use the Slow Tome (Slow Scroll in Origins). Stop - Allows the target to learn Slow when used outside of battle. Holy - It costs 4 MP to use. Haste - It can be learned by Sazh (stage 10), Snow (stage 7), and Fang (stage 5). Rasp - A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Final Fantasy XI Spell Information for Resist Slow II. The total amount of experience earned for defeating this monster (this is split evenly among surviving party members), Each physical hit will deal between one and two times this amount of damage to the target, reduced by the target's absorb, The number of hit chances the monster gets whenever it attacks; each successful hit will deal full damage and can be a critical hit, The hit % of the monster's attacks; the base chance to hit is approximately 84% plus half of the monster's hit %, modified by the target's evade %, The status ailment, if any, that can be inflicted by this monster's attacks; the base chance of affliction is 50%, reduced by 1% for each two points of magic defense the target has; note that, due to a bug, misses after the attack's first hit have a chance to inflict a status ailment despite not hitting, The chance of each of this monster's attacks being a critical hit (unless the attack misses); critical hits add double the monster's damage rating to their normal damage (this extra damage ignores absorb), Each physical hit the monster takes will have its damage reduced by this amount, The monster's base chance to evade any given physical attack; each two points of evade % result in a 1% better chance to evade attacks, For each two points of magic defense, the monster has a 1% better chance of resisting any given spell, The lowest party level at which the monster may choose to run away; the chance to run is approximately 4% for each level the party leader is above this level, The chance that the monster uses a magic spell on its turn; each monster that can cast spells has a specific cycle of spells that they always use in the same order (see the monster page for specifics), The chance that the monster uses a special attack on its turn; monsters with multiple special attacks have a specific cycle of special attacks that they always use in the same order (see the monster page for specifics), The families this monster belongs to; only undead monsters are affected by HARM spells; note that other monster families have no mechanical effect, The elements this monster is weak against; weakness against an element causes spells and special attacks of that element to be approximately 20% more likely to hit, and damaging spells or special attacks deal an additional 50% damage, The elements this monster is resistant to; resistance to an element drops the base hit chance for spells and special attacks of that element to 0, and those attacks cause half damage, Status-elemental spell that reduces all foes' number of attacks per round to 1, or counters the effects of FAST, Doubles the number of one ally's attacks per round, or counters SLOW, Non-elemental spell that reduces one foe's number of attacks per round to 1, or counters the effects of FAST, Reduces the number attacks the target makes. , effective spell that can be cast by Basilisk, Grimlock, and to. 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