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Magic
Select a magic category.


Abilities
Select an ability category.

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 Magic Support
Which characters support which magic and abilities?
White Magic:
White magic, which heals and defends characters, is supported by White Wizards and Red Wizards.

Black Magic:
Black magic, which inflicts damage and status-ailments, is supported by Black Wizards and Red Wizards.

Summon Magic:
Summon magic, which summons monsters to assist the party in battle, is supported by Callers.

Time Magic:
Time magic, which allows characters to manipulate battle patterns, speeds, and effectiveness of attacks, is supported by Time Wizards.

Blue Magic:
Blue magic, which allows characters to learn and use special enemy attacks, is supported by Blue Wizards.

Sword Magic:
Sword magic, which inflicts damage and status-ailments via swords, is supported by Mystic Knights.

Songs:
Songs, which can inflict damage and status-ailments to enemies or heal party members, are supported by Bards.

Dances:
Dances, which inflict damage and status-ailments, are supported by Dancers.

Archer Animals:
Archer Animals, which are called forth to inflict damage to enemies, are supported by Archers.

Chemist Mixes:
Chemist mixes, which are combinations of items to produce powerful recovery items or offensive inventory for battle, are supported by Chemists.
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Fire
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1
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2 MP
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150 Gil
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Description
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Changes the equipped sword to deliver fire-elemental damage.
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Ice
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1
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2 MP
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150 Gil
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Description
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Changes the equipped sword to deliver ice-elemental damage.
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Bolt
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1
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2 MP
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150 Gil
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Description
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Changes the equipped sword to deliver lightning-elemental damage.
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Mute
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2
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1 MP
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280 Gil
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Description
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Changes the equipped sword to add the Silence status to the target.
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Venom / Poison
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2
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1 MP
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290 Gil
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Description
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Changes the equipped sword to add the Poison status to the target.
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Sleep
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2
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2 MP
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300 Gil
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Description
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Changes the equipped sword to add the Sleep status to the target.
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Fire 2
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3
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5 MP
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600 Gil
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Description
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Changes the equipped sword to increase fire-elemental damage.
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Ice 2
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3
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5 MP
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600 Gil
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Description
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Changes the equipped sword to increase ice-elemental damage.
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Bolt 2
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3
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5 MP
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600 Gil
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Description
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Changes the equipped sword to increase lightning-elemental damage.
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Drain
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4
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6 MP
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3000 Gil
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Description
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Changes the equipped sword to add the Drain HP effect to attacks.
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Break
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4
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8 MP
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3000 Gil
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Description
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Changes the equipped sword to add the Petrify status effect to the target.
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Bio
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4
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3 MP
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3000 Gil
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Description
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Changes the equipped sword to damage the enemy as well as adding the Poison status effect.
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Fire 3
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5
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15 MP
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6000 Gil
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Description
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Changes the equipped sword to increase fire-elemental damage that can cause instant death to enemies who are weak to fire.
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Ice 3
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5
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15 MP
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6000 Gil
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Description
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Changes the equipped sword to increase ice-elemental damage that can cause instant death to enemies who are weak to ice.
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Bolt 3
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5
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15 MP
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6000 Gil
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Description
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Changes the equipped sword to increase lightning-elemental damage that can cause instant death to enemies who are weak to lightning.
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Holy
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6
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10 MP
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0 Gil
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Description
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Changes the equipped sword to increase holy-elemental damage that can cause instant death to enemies who are weak to holy.
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Flare
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6
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30 MP
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0 Gil
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Description
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Increases the power of the equipped sword greatly, and changes it's elemental attribute to null.
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Psych / Asper
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6
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1 MP
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10000 Gil
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Description
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Changes the equipped sword to add the Drain MP effect to attacks.
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M A G I C C A T E G O R Y P R O P E R T I E S
Select a Final Fantasy V magic or ability category from the magic & ability selection menu for a complete and comprehensive list, including spell names, MP costs, acquiring locations, and experience levels learned.

Magic*
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Abilities*
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Offensive and defensive magic for attacking enemies or recovery magic to support characters in battle and on the world map.
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Special abilities, such as songs, dances, archer animals, and chemist mixes.
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* information fields can be
sorted in ascending or descending
order.
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M A G I C P R O P E R T I E S
Wizards can use a variety of magic which inflict physical, elemental, and status-ailment damage on enemies, recover status-ailment effects, cure HP, and restore swooned characters in battle. Callers can summon monsters into battle to inflict powerful damage against enemies.

Magic Name*
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Lvl*
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MP*
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Price*
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Name and type of the magic spell.
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Job level the character must obtain to gain the spell. Spells cannot be retained as a static character ability regardless of Job unless the character has mastered the Job.
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MP cost to use the spell.
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Price of the magic spell at a shop.
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Description
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Description of what the spell does.
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* information fields can be
sorted in ascending or descending
order.
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S U M M O N M A G I C P R O P E R T I E S
Callers use summon magic to summon monsters which can heal party members or inflict powerful damage upon a single or all enemies in battle.

Summon Magic
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Price
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MP
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Acquire
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Name of the summon monster.
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Price of the summon spell at a shop.
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MP cost to use the spell.
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Location of the summon spell.
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Attack Name
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Description
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Attack name of the summoned monster.
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Description of the attack upon the enemies.
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A B I L I T Y P R O P E R T I E S
Certain Job classes give characters special abilities in battle which don't require magic power, but simply the equipped class to use. These abilities can heal party members or inflict powerful damage upon a single or all enemies in battle.

Ability Name
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Continuous
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Acquire
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Name of the ability and their description. Abilities listed in this category can be Songs, Dances, and Archer Animals.
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Continuous ability of the song or dance. Song and dances that are continuous last throughout the entire battle.
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Means of acquring the ability if it's not readily equipped based on the Job class.
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