Final Fantasy 6 Advance Attack Guide v1.02
By Master ZED ([email protected] *OR* http://masterzed.cavesofnarshe.com/)

0. Version History
1. Intro
2. General overview
  - Ctrl+F is your friend!
  - Key
  - Status explanations
  - Specialized status
3. Command Attacks
4. Magic
5. Espers
6. Items
7. Bushido
8. Blitz
9. Dance
10. Tools
11. Slot
12. MagiTek
13. Lore
14. Enemy Spells
15. Critical attacks
16. Interceptor
17. Miscellaneous
18. Dummy Spells
19. Status
20. Differences between FF6 Advance and the previous versions
  - Magics
  - Espers
21. Credits
Non-numbered. Legal bull

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0. Version History
-----------------------------------------------------------------------------

------------
v1.02

Gil Toss listed.  This never appeared in any Attack guide prior to this version
because I never noticed it's absence.

Thanks to Djibriel for informing me of a Valor bug, which also alerted me to
the above error (he used it as an example)!  Valor, of course, has also been
updated.
------------

------------
v1.01

The bit on Relm having Interceptor at some point has been removed.  There's no
evidence for it and it didn't turn up on my FC save.  I'm not sure why I even
wrote that to begin with.

Added relevant info on Rippler immunity to the appropriate sections.
------------

------------
v1.0

Initial release.

From this version on, the guide will comply with the GameFAQs 80 character
limit.

A new intro has been written.

2. General overview added, replacing 19. Status Explanations.

Rippler's special effect byte has been added, along with Entice and Overture.

20. Differences between FF6 Advance and the previous versions added.

21. Greetz and Thanx renamed.  It wasn't funny anymore. :\

General cleanup and a few redos or descriptions and such were made throughout
the guide, mainly in the second half.
------------

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1. Intro
-----------------------------------------------------------------------------

This guide was originally the Attack guide for Final Fantasy 3 U.S./6j/6
as appearing in Anthology.  However, there are a vast amount of changes from
the previous versions mostly having to do with names, so to prevent any
potential confusion I made this guide specifically for FF6 Advance.

The guide's purpose is still the same; to cover what nearly every attack in the
game does save for enemy Specials since those are part of enemy stats and not
their own attacks (the same reason why, say, CatScratch/Holy isn't covered
here).  I can't think of anything else to say, so....

-----------------------------------------------------------------------------
2. General overview
-----------------------------------------------------------------------------

-----
Ctrl+F is your friend!
-----

First and foremost before using this guide, LEARN CTRL+F!!!  This is usually
the shortcut for the Search function on your browser, which is also usually
found under Edit.  You can use this to look up certain words, sentences, etc.,
and is much easier than scrolling through the entire guide.

-----
Key
-----

Generally, this is what a spell will look like in the guide:

###. Spell/Esper name [Esper attack name]
Physical/Magical attack
Restorative
Targeting
Attack power/Effect
Elemental properties
Hit rate/unblockable/other hit detection, instant death protection
Other properties
Special effect

###.
Spell index number.  This only applies to spells on the main spell listing in
the ROM, and was here for quick lookup in FF3usME.  This is a relic from the
FF3us Attack guide and may be removed in future releases.

Spell/Esper name (Esper attack name)
Self-explanitory.  In the Espers section, the spell name is replaced by the
Esper's name, followed by the summon attack's name in parentheses.

Physical/Magical attack
Tells you if the given ability is physical or magical in nature.  Both types
follow their own attack formulas.  Physicals tend to always miss Invisible
targets while Magicals will always hit sans exceptions.  Note that there are
exceptions to this, especially with physical attacks; physicals that ignore
Invisible are noted on this same line.

Restorative
This appears with HP-healing spells to quickly seperate them from everything
else.  Note that positive status, including Regen, are not listed as such.
This may be followed by another property on the same line.

     (Inverts damage if target is undead)
     Against undead, the spell will do damage instead of healing.  The
     opposite applies to HP/MP draining skills.

Targeting
Will tell you whether the attack hits allies or enemies, one target or all,
whether it can hit both sides of a Side/Pincer attack, and if it only hits the
dead.

Attack power/Effect
Tells you the Attack power of an attack.  This Attack power is just the same to
any attack as it is to your equipped weapon, save for the fact that most
attacks carry their own Attack power of course.  If there is no Attack power,
the guide will just tell you the effect, and if both Attack power and an effect
are present, the effect will be listed on the next line.  The effect is usually
status-related, though some attacks do fractional damage and many have unique
effects explained here.

Elemental properties
Tells you which of the eight elementals applies to an attack out of Fire, Ice,
Lightning, Poison, Wind, Holy, Earth, and Water.  Note that the game ultimately
goes with the *best* effect given out of all the elementals, so if an enemy
absorbs either Fire, Ice, or Lightning for example, it doesn't matter how it
reacts to the other two elementals, it will absorb a tri-elemental Fire/Ice/
Lightning attack.

Hit rate/unblockable/other hit detection, instant death protection
Tells you the hit rate of an attack, if it's unblockable, or if it follows some
other set of rules like the Lv. # Lores.  If instant death protection blocks an
attack, it is listed afterward usually on the same line.  Some guidelines:

    Unblockable:
    Attack cannot be blocked by any means other than Jump.  If you're not off-
    screen, you'll be hit for sure unless other circumstances come into play
    like instant death protection.

    Perfect hit rate:
    Generally exactly the same as Unblockable.  This is another way of saying
    Hit Rate: 255.  There is only one instance where this and Unblockable
    differ and that's when Stamina becomes involved in the equation.  Stamina,
    if involved, is capable of letting a 128 Evade/M.Evade target dodge a 255
    hit rate attack, whereas Stamina has no effect against Unblockable either
    way.  This only becomes an issue with instant death Chainsaw and select
    enemies, mainly Cactuar.

    Level multiples:
    Against a target whose level is divisible by a given number, the attack is
    basically unblockable.  If the target's level isn't divisible, the attack
    won't ever connect.

    Dependent on target:
    Metamorphose's hit rate is dictated by the stats of the enemy it is trying
    to hit.  These are not given in this guide.

    Instant death protection:
    This is used to make many instant death attacks miss, along with many
    attacks that have nothing to do with instant death.  If you see this
    property on an attack, you can use a Safety Bit, Memento Ring, or an
    instant death-immune Rage to block said attack.  Such attacks will never
    break through this protection in FF6 Advance, though this was not the case
    in previous versions.

Other properties
Many other properties that weren't fit elsewhere go here.  A few are self-
explanitory, so here are the slightly/much more vague examples.

    Ignore defense:
    The attack will ignore the defense parts of the equation almost entirely;
    only select attributes affect these attacks, including, but not limited
    to, elemental defenses and split damage.  Protect and Shell have no
    effect.  However, this will also cause said attack to ignore all damage
    multipliers except for Valor, if applicable.

    No split damage:
    Attacks usually divide damage done to their victims by 2 if there's more
    than one target.  Attacks with this property ignore that tidbit.

    Randomize target:
    Neither characters nor enemies can control what abilities with this stat
    target.  These follow their own targeting scheme regardless of the
    caster's wishes.

    Reflectable:
    Since there are many more attacks that are unreflectable than not, those
    that can be bounced off have that noted instead of the other way around.

    Vulnerable to Runic:
    If Runic/Enemy Runic is in play, the spell will automatically target them,
    attempting to heal their MP for their cost.  Note that such healing
    doesn't work very well when elemental protections come into play, at worst
    elemental absorption will *cost* the Runic user MP instead.

Special effect
Lists what the special effect of the attack does along with the value of the
effect as listed in the ROM.  Note that the value of the effect is a relic from
the FF3us guide and may be removed in future versions since there's really no
use for it to the casual gamer.

-----
Status explanations
-----

There are 32 different status in the game not counting other specialized
ailments and effects.  The first you should learn about are the normal 32, then
a few other specialized status.  If you want more in-depth descriptions of
these, check out the Algorithms FAQ:

http://db.gamefaqs.com/console/snes/file/final_fantasy_iii_algorithms.txt

Darkness
Lowers Hit Rate of the affected, or would if it worked; its capability in FF6A
is still being debated as no one who knows GBA's assembly language has looked
into the matter.  Long time fanatics of Final Fantasy 6 may remember that
fixing Evade does not fix Darkness and other status effects that affected hit
rate; that is another matter entirely.  Darkness is one of the status that
thwarts Strago from learning Lores, which is always fun to point out since in
previous versions, this was definitely the only effect it had to be concerned
about.

Zombie
Lowers HP to 0 and causes the victim to attack enemies and allies as if they
were under Berserk status.  While missing Berserk's damage bonus, those that
are zombified can occasionally cause Darkness or Poison with their attacks.
The affected is effectively dead and Zombie can cause a game over.  Monsters
with Zombie vanish from the battlefield as though they were dead or petrified,
but will still attack.  Zombie characters cannot use Critical attacks.

Poison
Causes Poison-elemental damage at longer intervals than Regen/Sap/HP Leak.
Damage upgrades from normal damage (what Sap and Regen would do) every
interval, maxing out at 8X damage.

Invisible
Character cannot be hit by physical attacks with no exceptions other than a
few commands like Trance and Runic (IOW, nothing to worry about).  Magics,
however, will have a perfect hit rate against such targets.  Invisible
characters cannot use Critical attacks.

Imp
Afflicted cannot use any Magic but the Imp spell or any special abilities save
for Mimic (which is hindered accordingly).  For characters, Battle Power and
Defense from equipment drop to pretty much nothing while other bonuses remain
intact, though Imp equipment such as Impartisan are the reverse, their Battle
Power and Defense only benefiting Imps.  For monsters, any ability that
requires MP is offlimits save for Imp, though there are many skills available
to enemies that do not have an MP cost and can therefore still be used under
this status.  There is one additional note to add here that is specific to
FF6A; immunity to Imp status also grants immunity to the Lore spell Rippler for
reasons I can only speculate on.

Petrify
Affected is petrified and treated as dead.  Monsters with Petrify disappear
from the battlefield as if they were dead, but characters remain standing and
can still be targeted by either side.  Petrified characters do not take damage
from any attack other than another character using Ultima Weapon (Ultima Weapon
has a bug which allows it to inflict 1 damage versus Petrify targets), but can
still lose the status and become KO if struck by an instant death skill.
Petrify targets also cannot receive any other new status save for KO.  Against
Petrify targets, attacks and such virtually have a perfect hit rate if they
aren't already unblockable.

KO
Target is dead and can only be hit by skills meant for that condition, such as
Raise.  Obviously if you only have Zombies, Petrify characters, and/or KO'ed
characters remaining, it's game over.  This can be prevented in a good way by
Reraise (casts Raise when the affected is KO'ed), or in a bad way by Cloudy
Heaven (target turns into a Zombie when KO'ed regardless of Zombie immunity).
KO occurs either via an instant death skill or when your HP drops to 0.  True
KO immunity only technically exists and cannot be used by anyone in the normal
game.  You'll have to rely on instant death protection to ward off things like
Death and Banish, even if there are some flaws in that plan....

Doom
Affected has a timer over their head.  When it reaches 0, a modified version of
Death is cast that can only be blocked by instant death protection such as
Safety Bit.  However, this version of Death still revives the Undead, or anyone
in an undead Rage or wearing the Lich's Ring has nothing to fear.

Critical
Affected has less than 1/8 of their max HP left.  This does nothing for enemies
in particular, but characters with this status may be able to launch critical
attacks (see section 15. Critical attacks).  There are restrictions on this,
and the status-related ones are that Zombie, Invisible, Image, and Confuse
prevent Critical attacks from occurring.  The rest you can find in the
Algorithms FAQ.

Image
Affected cannot be struck by physical attacks that don't have a perfect hit
rate or are unblockable.  Each physical blow that misses because of Image,
however, has a 1 in 4 chance of removing the status.  Characters with Image
cannot use Critical attacks.

Silence
Affected cannot use anything that costs MP.  Characters are barred from
accessing Magic and Lore, despite the fact that there is a Lore that can still
be used with this status (Reflect ???) due to its 0 MP cost.  If you are in the
Magic or Lore menu when Silence hits, you won't be kicked out of the menu, but
if you're not going to use Reflect ??? then don't bother picking anything.

Berserk
Affected receives a physical damage bonus, but acts automatically.  Monsters
can only use normal attacks, while characters can use normal attacks, and if
available, Jump, Rage, Mug, or Magitek abilities.

Confuse
Affected acts automatically, targeting the opposite side of whatever they use
is supposed to target (healing spells are directed at enemies while attacks are
directed at allies, for example).  Monsters can use the same attacks available
to them in the Coliseum and to Relm/Gogo when the monster is controlled (every
monster has such a listing whether or not they're controllable or available in
the Coliseum).  Characters can only use certain abilities, none of which affect
item count at least, but if a character is confused after they've chosen an
action to take, that action will proceed anyway but with Confuse's influence
altering their targeting.  Confused characters can't use Critical attacks.
This status can be dispelled by any damaging physical attack, in addition to
appropriate status removal spells such as Esuna.

Sap
Affected loses HP at regular intervals, with a max of 255 lost each time.  Sap
is the polar opposite of Regen, and either status will replace the other if
one is applied to the same target that already bears the opposing status (if
possible).  Note that immunity to one causes immunity to the other, so
protection from Sap means protection from Regen, and if one is permanent, the
other cannot be applied.

Sleep
Affected cannot take action for some time.  Sleeping targets can be awoken by
damaging physical attacks in addition to appropriate status removing spells.
When Sleep's timer reaches 0, the affected launches an unblockable, specialized
version of the Tapir spell that only removes Sleep from the affected and
nothing more.  Against Sleeping targets, attacks and such virtually have a
perfect hit rate if they aren't already unblockable.

Dance
Character moves automatically and uses one of four attacks specified by their
selected Dance each turn.  Dance can be broken by another dancing character,
however, who uses a different Dance to change the background.  The previous
dancer once again has a 50/50 chance to stumble, and if it happens, the status
disappears.  Otherwise, the only cures are KO status and, due to a bug,
Rippler.  Dance has no effect on any monster affected by the status.

Regen
Affected gains HP at regular intervals, with a max of 255 gained each time.
However, if the affected is undead, Regen will cause damage instead.  Regen is
the polar opposite of Sap, and either status will replace the other if one is
applied to the same target that already bears the opposing status (if
possible).  To the undead, though, they may as well be the same thing.  Note
that immunity to one causes immunity to the other, so protection from Regen
means protection from Sap, and if one is permanent, the other cannot be
applied.

Slow
Character has a harder time filling the ATB gauge and takes longer to launch
spells and attacks and such.  Slow is the polar opposite of Haste, and either
status will replace the other if one is applied to the same target that already
bears the opposing status (if possible).  Note that immunity to one causes
immunity to the other, so protection from Slow means protection from Haste, and
if one is permanent, the other cannot be applied.

Haste
Character fills the ATB gauge faster and is quicker to launch attacks once
selected.  Haste is the polar opposite of Slow, and either status will replace
the other if one is applied to the same target that already bears the opposing
status (if possible).  Note that immunity to one causes immunity to the other,
so protection from Haste means protection from Slow, and if one is permanent,
the other cannot be applied.

Stop
Affected cannot take action for some time.  Against Stopped targets, attacks
and such virtually have a perfect hit rate if they aren't already unblockable.
Other status timers and those such as Regen are stopped as well, and will not
count down or heal/do damage again until Stop wears off.

Shell
Affected takes less damage from Magical attacks.  Note that if an attack is
defense-ignoring, Shell has no effect against it.

Protect
Affected takes less damage from Physical attacks.  Note that if an attack is
defense-ignoring, Protect has no effect against it.

Reflect
Certain Magical attacks will bounce off the affected and at the opposite party.
Most of these are under the Magic command with only one exception (TekBarrier).
Note that Invisible status renders Reflect's protection inoperable, and an
already-reflected attack will not bounce off Reflect a second time.  Reflect
does not last forever and will fade away after awhile.

<-----NOTE----->
There is no immunity for any status listed beyond this point with exception to
Float, which the Angel Wings relic only provides to make its given Float status
permanent.
<-----NOTE----->

Rage
Character acts automatically, using either a normal attack or another specified
by the monster currently being used.  Rage characters also gain certain
properties of their chosen monster, including elemental defenses and
weaknesses, permanent status and status immunities, and miscellaneous others.
Note that instant death protection, or lack thereof, replaces whatever the
character already has, so if you're wearing a Safety Bit and choose a monster
who has no such protection, the instant death protection part of Safety Bit no
longer has an effect.  Other status immunities are added to yours, and any
other status immunities you had before remain regardless of if the monster had
them as well.  Rage can only be removed by KO or, due to a bug, Rippler.
Monsters with Rage status are not affected by the status.

Freeze
Affected cannot take action for some time.  This lasts quite a bit longer than
either Stop or Sleep, but can be removed by Fire-elemental skills of any kind
in addition to very specific healing abilities, namely Soul Spiral and Wild
Bear.  Against Frozen targets, attacks and such virtually have a perfect hit
rate if they aren't already unblockable.

Reraise
Affected has Raise cast on itself automatically when KO'ed.  This also works
for the undead, though Raise won't do anything when they're dead.  Undead
monsters with Reraise, however, can no longer be revived by such attacks as
Death and weapons like Wing Edge; their typical death/revival animation tricks
Reraise into activating, launching the automatic Raise spell and killing the
monster.  Reraise disappears once it casts Raise.

Trance
Character's attack and defense are boosted for a short period indicated by a
green ATB gauge winding down to nothing.  At the end of it, the character uses
Revert automatically to remove the status.  Monsters receive nothing from this
status.

"Hide"
Affected is hidden from sight and cannot be manually targeted.  Characters with
this status that are capable of movement (say from using Quetzalli's Sonic Dive
on the enemy) act on their own as if they were in the Coliseum.  Life and
Life 2 in previous versions could remove this status, but Raise and Arise in
FF6 Advance no longer have that ability for unknown reasons.  My theory on this
can be found in section 20. Differences between FF6 Advance and the previous
versions.

Interceptor
A unique status only Shadow gets, this allows Interceptor to block physical
attacks, and even gives the affected the ability to block attacks from behind
during a Pincer attack.  Interceptor might even counterattack on his own (see
section 16. Interceptor).  Note that due to a bug, Rippler can trade this
status, and if it is in the hands of a monster at the end of combat, this very
beneficial status is permanently lost.  The trade is preventable however simply
by having Imp immunity as it also prevents Rippler from working, on top of the
fact that Rippler can be blocked by high Magic Evade.  This status has no
effect on monsters.

Float
Affected cannot be struck by land-based attacks such as Chocobo Stampede and
Quake.  Note that the Earth elemental is NOT synonymous with an attack being
land-based, as there are a few land-based non-elemental attacks, and LifeShaver
and the Gravity Rod weapon have no problem hitting Floating targets.

-----
Specialized status
-----

These status are not handled like the others and are problematic to cure, if
not outright impossible without ending the battle.  There is no immunity for
most of these status either.  These aren't all the specialized status in the
game, just some of the more common few you can get rid of or are worth
knowing more about ahead of time.

Enemy Float
Same as Float, except this is usually unremovable.  There is one exception;
Opinicus Fish have been known to lose this status for unknown reasons.

Runic
Affected can absorb one particular Magical attack vulnerable to the status, and
have its MP cost's worth added to their own MP in turn.  Once a spell is
absorbed or the affected chooses another action, however, Runic is lost.  Also,
the MP gain, should the spell absorbed be elemental in nature, can be affected
by elemental defenses.  Elemental absorption turns the gain into a loss, for
example.

Enemy Runic
Same as Runic, but is with the monster from the beginning of battle and never
fades.

Entice
Exactly the same as Confuse in effect.  However, Entice can only be cured by
getting rid of the original caster or knocking out/petrifying/zombifying the
affected.  Either one running away is just as effective.  Note that if someone
has used Entice, that same enemy/ally cannot Entice another target until the
status is broken.  If Confuse and Entice are affecting the same target, that
target's aiming is affected twice over, and its behavior will be no different
than in the Coliseum.

Overture
Affected covers for the caster, much like they would for a Critical character
when wearing Knight's Code.  This can be broken by taking out either the
original caster or the affected with KO, Zombie, Petrify, or making either run
away.  It is also broken if Overture is used by the original caster again on
another target and successfully connects.

Heat
Caused by Air Anchor, targets with this status die after their next action.
While Air Anchor itself will not hit those with instant death protection, the
status still works against those that gain it after Air Anchor strikes (Gau for
instance).

HP Leak
Given only by Poltergeist, this status drains a small amount of HP from the
target at quicker intervals than Regen and Sap, and can only be cured by KO,
Zombie, and Petrify.

Sky
Causes physical attacks to virtually have a perfect hit rate against the
affected, but once an applicable physical attack is used (normal and Special
attacks), the affected counters with the Bushido attack Sky.  If the affected
is an Imp, it will use a normal physical attack for the counter instead.  This
status is lost once the Bushido Sky is used or the character chooses another
action.  A character with Imp cannot lose the Sky status by countering with a
normal physical attack, however, which is a bug.  If the character dies with
Sky status active, is revived in the same battle, and allowed to restore the
status, Sky will counter if any applicable physical attack is used on anyone,
which is another bug.  The combination of the Imp and post-KO bugs creates the
famous Psycho Cyan bug, which drives the affected Imp into a nearly-unstoppable
frenzy of counterattacks.

Grab
The affected character is in the clutches of an enemy, who is draining a small
amount of HP from its victim at regular intervals.  The caster can release the
character on its own via Release, can be forced to when the character dies from
the HP drain, or can be forced to by being KO'ed.

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3. Command Attacks
-----------------------------------------------------------------------------

Control
Magical attack
<-----NOTE----->
It will not take control of Invisible monsters, but it will eliminate the
status.
<-----NOTE----->
Hits one enemy
Takes control of enemy.
Unblockable
Retargets if target is dead.
Special Effect:
53h = Takes control of enemy (Control)

Gil Toss
Physical attack
Hits all enemies
Takes user Level * 30 Gil and does Gil taken * 2 / # of targets as damage.
<-----NOTE----->
Mimicking this attack still takes Gil!  It is the only such attack that still
drains resources under Mimic.
<-----NOTE----->
Unblockable
Ignores defense, no split damage, retargets if target is dead.
Special effect:
51h = Takes user Level * 30 Gil, Gil taken * 2 / # of targets determines
damage.

Leap
Magical attack
Hits one enemy
User leaps onto opponent and ends battle, Gau disappears from party roster.
Unblockable
Retargets if target is dead.
Special Effect:
54h = Caster leaps onto target, battle ends, Gau leaves party to learn target's
Rage.

Possess
Physical attack
Hits one enemy
Kills enemy and removes caster from active party.
Unblockable
Retargets if target is dead.
Special Effect:
50 = Kill enemy and caster, remove caster from current party (Possess)

Pray
Restorative (Inverts damage if target is undead)
Magical
Hits one or all allies
Attack power: 28
Unblockable
Ignores defense, reflectable, vulnerable to Runic.

Revert
Physical attack (ignores Invisible ala Item)
Targets self
Removes Morph status from target.
Unblockable

Roulette
<-----NOTE----->
This is the enemy version of the spell, as cast by a special command (1Eh in
the menu if it were accessible from there).  The reason for two seperate
listings is due to different properties (this Roulette is a modified Death).
Please note that this can only be cast by an enemy if it comes from their
command script or counterattack script, any other way will make use of the Lore
version instead (although coming from an enemy, the aim will not be random).

Also, please note that the MP cost and Learn if cast property are assumed and
not in this spell's stats, they come from the Lore Roulette because its stats
are loaded for the initial cast (just before the random cursor is launched),
probably just for those two reasons.  Finally, Learn if cast is listed since
this spell isn't in the Lore section, where the property is just assumed to
exist in all listed spells.
<-----NOTE----->
Magical attack (ignores Invisible ala Item)
Hits a random target
MP cost: 10
Causes instant death
Unblockable (Will miss targets invulnerable to instant death)
Learn if cast (Strago).
Special effect:
35 = Restores undead target's HP to full (Death, enemy Roulette, Death (Doom
status))

Runic
<-----NOTE----->
While Runic the command cannot be used without a sword, this only goes so far
as to gray out the command when you have no sword.  If you are muddled, etc.,
you can still use Runic automatically.
<-----NOTE----->
Physical attack (ignores Invisible ala Item)
Targets self
Casts Runic status onto target.
Unblockable
Retargets if target is dead.

Shock
Magical attack
Hits all enemies, both sides
Attack power: 128
Unblockable

Sketch
Physical attack
Hits one enemy
Randomly uses one of two attacks given in a monster's stats
Unblockable
Retargets if target is dead.
Special effect:
55 = Randomly uses one of two attacks given in a monster's stats (Sketch)

Trance
Physical attack (ignores Invisible ala Item)
Targets self
Casts Trance status onto target.
Unblockable

-----------------------------------------------------------------------------
4. Magic
-----------------------------------------------------------------------------

49: Arise
Restorative (Inverts damage if target is undead)
Hits one dead ally
MP cost: 60
Restores target's HP to full
Lifts KO
Unblockable
Ignores defense, can be used outside of battle, vulnerable to Runic.

18: Banish
Hits all enemies
MP cost: 53
Causes instant death
Hit Rate: 85 (Will miss targets invulnerable to instant death)
Retargets if target is dead, Stamina involved in defense equation.
Special effect:
23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare,
Banisher)

33: Berserk
Hits one ally
MP cost: 16
Causes Berserk
Hit Rate: 150
Reflectable, vulnerable to Runic.

8: Bio
Hits one or all enemies
MP cost: 26
Attack power: 53
Poison-elemental, causes Poison
Hit Rate: 120
Vulnerable to Runic, reflectable, retargets if target is dead.

12: Break
Hits one enemy
MP cost: 25
Causes Petrify
Hit Rate: 120 (will miss targets invulnerable to instant death)
Reflectable, vulnerable to Runic, retargets if target is dead, Stamina involved
in defense equation.

10: Blizzaga
Hits one or all enemies
MP cost: 52
Attack power: 122
Ice-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

6: Blizzara
Hits one or all enemies
MP cost: 21
Attack power: 62
Ice-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

1: Blizzard
Hits one or all enemies
MP cost: 5
Attack power: 22
Ice-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

30: Confuse
Hits one enemy
MP cost: 8
Causes Confuse
Hit Rate: 94
Reflectable, vulnerable to Runic.

46: Cura
Restorative (Inverts damage if target is undead)
Hits one or all allies
MP cost: 25
Attack power: 28
Unblockable
Ignores defense, can be used outside of battle, reflectable, vulnerable to
Runic.

47: Curaga
Restorative (Inverts damage if target is undead)
Hits one or all allies
MP cost: 40
Attack power: 66
Unblockable
Ignores defense, can be used outside of battle, reflectable, vulnerable to
Runic.

45: Cure
Restorative (Inverts damage if target is undead)
Hits one or all allies
MP cost: 5
Attack power: 10
Unblockable
Ignores defense, can be used outside of battle, reflectable, vulnerable to
Runic.

13: Death
Hits one enemy
MP cost: 35
Causes instant death
Hit Rate: 95 (Will miss targets invulnerable to instant death)
Reflectable, vulnerable to Runic, retargets if target is dead, Stamina involved
in defense equation.
Special effect:
35 = Restores undead target's HP to full (Death, enemy Roulette, Death (Doom
status))

44: Dispel
Hits one enemy
MP cost: 25
Lifts Invisible, Image, Berserk, Regen, Slow, Haste, Stop, Shell, Protect,
Reflect, Reraise, Float
Unblockable
Can be used outside of battle, vulnerable to Runic.

4: Drain
Hits one enemy (Inverts damage if target is undead)
Drains HP
MP cost: 15
Attack power: 38
Hit Rate: 120
Vulnerable to Runic, retargets if target is dead.

51: Esuna
Hits one ally
MP cost: 15
Lifts Darkness, Poison, Petrify, Silence, Confuse, Sap, Sleep, Slow, Stop
Unblockable
Can be used outside of battle, vulnerable to Runic.

0: Fire
Hits one or all enemies
MP cost: 4
Attack power: 21
Fire-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

5: Fira
Hits one or all enemies
MP cost: 20
Attack power: 60
Fire-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

9: Firaga
Hits one or all enemies
MP cost: 51
Attack power: 121
Fire-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

15: Flare
Hits one enemy
MP cost: 45
Attack power: 60
Hit Rate: 150
Ignores defense, reflectable, vulnerable to Runic, retargets if target is dead.

34: Float
Hits one or all allies
MP cost: 17
Causes Float
Unblockable
Can be used outside of battle, vulnerable to Runic.

54: Flood
Hits all enemies, both sides
MP cost: 60
Attack power: 100
Water-elemental
Unblockable

17: Graviga
Hits all enemies, both sides
MP cost: 48
Lowers target's HP to 1/4 of current total
Hit Rate: 100 (Will miss targets invulnerable to instant death)
No split damage, vulnerable to Runic, retargets if target is dead, Stamina
involved in defense equation.

55: Gravija
Hits all enemies, both sides
MP cost: 70
Lowers target's HP to 1/8 of current total
No split damage, vulnerable to Runic, retargets if target is dead.

16: Gravity
Hits one enemy
MP cost: 33
Lowers target's HP by 1/2 of current total
Hit Rate: 120 (will miss targets invulnerable to instant death)
Vulnerable to Runic, retargets if target is dead, Stamina involved in defense
equation.

31: Haste
Hits one ally
MP cost: 10
Causes Haste
Unblockable
Reflectable, vulnerable to Runic.

39: Hastega
Hits one or all allies
MP cost: 38
Causes Haste
Unblockable
Reflectable, vulnerable to Runic.

14: Holy
Hits one enemy
MP cost: 40
Attack power: 108
Pearl-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

35: Imp
Hits one enemy
MP cost: 10
Toggles Imp (it can cause or lift the status)
Hit Rate: 100
Can be used outside of battle, reflectable.

24: Libra
Hits one enemy
MP cost: 3
Gives target's level, current/max HP/MP, elemental weaknesses
Hit Rate: 222
Reflectable, vulnerable to Runic.
Special effect:
10 = Gives target's level, current/max HP/MP, elemental weaknesses (Libra)
<-----NOTE----->
May not be accurate against enemies with more than 65535 HP.
<-----NOTE----->

23: Meltdown
Hits all targets, both sides
MP cost: 85
Attack power: 138
Fire/Wind-elemental
Unblockable
Randomizes target, ignores defense.

19: Meteor
Hits all enemies, both sides
MP cost: 62
Attack power: 36
Unblockable
Ignores defense, no split damage, retargets if target is dead.

41: Osmose
Hits one enemy (Inverts damage if target is undead)
Drains MP
MP cost: 1
Attack power: 26
Hit Rate: 150
Vulnerable to Runic, retargets if target is dead.

3: Poison
Hits one enemy
MP cost: 3
Attack power: 25
Poison-elemental, causes Poison
Hit Rate: 100
Reflectable, vulnerable to Runic, retargets if target is dead.

50: Poisona
Hits one ally
MP cost: 3
Lifts Poison and Sap
Unblockable
Can be used outside of battle, vulnerable to Runic.

28: Protect
Hits one ally
MP cost: 12
Causes Protect
Unblockable
Reflectable, vulnerable to Runic.

21: Quake
Hits all targets, both sides
MP cost: 50
Attack power: 111
Earth-elemental
Unblockable
Randomizes target, ignores defense.
Special effect:
25 = Spell can't hit anything with float status (Many attacks and Earth
-elementals)

43: Quick
Hits caster
MP cost: 99
Gives caster 2 extra turns, stops all others from moving until finished
Unblockable
Special effect:
43 = Gives caster 2 extra turns without interruption, stops all others from
moving until finished, only works on player-controlled characters (Quick)
<-----NOTE----->
Enemies with more than 65535 HP may still counterattack between the first and
second turn if their HP drops beyond a certain mark.
<-----NOTE----->

48: Raise
Restorative (Inverts damage if target is undead)
Hits one dead ally
MP cost: 30
Restores target's HP by 1/8 of total
Lifts KO
Unblockable
Ignores defense, can be used outside of battle, vulnerable to Runic.

26: Rasp
Hits one enemy
Damages MP
MP cost: 12
Attack power: 10
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

36: Reflect
Hits one ally
MP cost: 22
Causes Reflect
Unblockable
Reflectable, vulnerable to Runic.

52: Regen
Hits one ally
MP cost: 10
Causes Regen
Unblockable
Reflectable, vulnerable to Runic.

53: Reraise
Hits one ally
MP cost: 50
Causes Reraise
Unblockable
Vulnerable to Runic.

37: Shell
Hits one ally
MP cost: 15
Causes Shell
Unblockable
Reflectable, vulnerable to Runic.

27: Silence
Hits one enemy
MP cost: 8
Causes Silence
Hit Rate: 100
Reflectable, vulnerable to Runic.

29: Sleep
Hits one enemy
MP cost: 5
Causes Sleep
Hit Rate: 111
Reflectable, vulnerable to Runic.

25: Slow
Hits one enemy
MP cost: 5
Causes Slow
Hit Rate: 120
Reflectable, vulnerable to Runic.

40: Slowga
Hits one or all enemies
MP cost: 26
Causes Slow
Hit Rate: 150
Reflectable, vulnerable to Runic.

32: Stop
Hits one enemy
MP cost: 10
Causes Stop
Hit Rate: 100
Reflectable, vulnerable to Runic.

42: Teleport
Hits random ally
MP cost: 20
Lets party escape from battle or dungeon, can get out of Pincer attacks
Unblockable
Can be used outside of battle.
Special effect:
18 = Lets party escape from battle or dungeon, can get out of Pincer attacks
(Teleport)

11: Thundaga
Hits one or all enemies
MP cost: 53
Attack power: 120
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, reflectable, retargets if target is dead.

7: Thundara
Hits one or all enemies
MP cost: 22
Attack power: 61
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, reflectable, retargets if target is dead.

2: Thunder
Hits one or all enemies
MP cost: 6
Attack power: 20
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, reflectable, retargets if target is dead.

22: Tornado
Hits all targets, both sides
MP cost: 75
Lowers target's HP to 1/16 of current total
Hit Rate: 100 (Will miss targets invulnerable to instant death)
Randomizes target, no split damage, Stamina involved in defense equation.

20: Ultima
Hits all enemies, both sides
MP cost: 80
Attack power: 150
Unblockable
Ignores defense, vulnerable to Runic, retargets if target is dead.

56: Valor
Hits one or all allies
MP cost: 20
Causes target's next successfully damaging physical hit to do 3X more damage
regardless of its nature.
<-----NOTE----->
Valor only affects the first hit of any attack, whether it be a combo using
Master's Scroll or a multi-target attack like Gil Toss.  Also, regardless of
its nature should be taken quite literally, as it will even effect Tiger, which
is a fractional HP attack.
<-----NOTE----->
Unblockable
Retargets if target is dead.
Special effect:
5B = Causes target's next successfully damaging physical hit to do 3X more
damage regardless of its nature.

38: Vanish
Hits one ally
MP cost: 18
Toggles Invisible (it can cause or lift the status)
Unblockable
Vulnerable to Runic.

-----------------------------------------------------------------------------
5. Espers
-----------------------------------------------------------------------------

68: Alexander (Divine Judgment)
Hits all enemies, both sides
MP cost: 90
Attack power: 114
Pearl-elemental
Unblockable
Only hits monsters, aborts on characters.

67: Bahamut (Mega Flare)
Hits all enemies, both sides
MP cost: 86
Attack power: 92
Unblockable
Ignores defense, only hits monsters, aborts on characters.

61: Bismarck (Breach Blast)
Hits all enemies, both sides
MP cost: 50
Attack power: 58
Water-elemental
Unblockable
Only hits monsters, aborts on characters.

Cactuar (1000 Needles)
Hits all enemies, both sides
MP cost: 50
Does 1000 damage
Unblockable
Only hits monsters, aborts on characters.
Special effect:
1A = Does 1000 damage (Cactuar (1000 Needles), 1000 Needles)

Cactuar (10,000 Needles?)
Hits all enemies, both sides
MP cost: 50
Does 9999 damage
Unblockable
Only hits monsters, aborts on characters.
Special effect:
59 = Does 9999 damage (Cactuar (10,000 Needles?))

62: Cait Sith (Cat Rain)
Hits all enemies, both sides
MP cost: 28
Causes Confuse
Hit Rate: 128
Only hits monsters, aborts on characters.

73: Carbuncle (Ruby Light)
Hits all allies, both sides
MP cost: 36
Causes Reflect status
Unblockable

59: Catoblepas (Demon Eye)
Hits all enemies, both sides
MP cost: 45
Causes Petrify status
Hit Rate: 96 (will miss targets invulnerable to instant death)
Only hits monsters, aborts on characters, Stamina involved in defense equation.

69: Crusader (Cleansing)
Hits everyone, both sides
MP cost: 96
Attack power: 190
Unblockable
No split damage.
Special effect:
24 = No effect (Crusader)

Diabolos (Dark Messenger)
Hits all enemies, both sides
MP cost: 90
Lowers target's HP to 1/16 of current total
Causes Sap
Unblockable
Only hits monsters, aborts on characters, no split damage.

78: Fenrir (Howling Moon)
Hits all allies, both sides
MP cost: 70
Causes Image status
Unblockable

Gilgamesh (Enkidu)
Hits all enemies, both sides
MP cost: 99
Attack power: 200
Unblockable
Ignores defense, only hits monsters, aborts on characters.

Gilgamesh (Excalibur)
Hits all enemies, both sides
MP cost: 99
Attack power: 120
Holy-elemental
Unblockable
Only hits monsters, aborts on characters.

Gilgamesh (Excalipoor)
Hits all enemies, both sides
MP cost: 99
Does 1 damage
Unblockable
Only hits monsters, aborts on characters.
Special effect:
5A = Does 1 damage (Gilgamesh (Excalipoor))

Gilgamesh (Masamune)
Hits all enemies, both sides
MP cost: 99
Attack power: 99
Unblockable
Ignores defense, only hits monsters, aborts on characters.

76: Golem (Earthen Wall)
Hits all allies, both sides
MP cost: 33
Defends party against all physical attacks using caster's HP when cast.
IOW: if caster has 5000 HP when it uses Golem, Golem will withstand 5000 damage.
Unblockable
Special effect:
11 = Defends party against all physical attacks using caster's HP when cast.
(Golem)

Ifrit (Hellfire)
Hits all enemies, both sides
MP cost: 26
Attack power: 51
Fire-elemental
Unblockable
Only hits monsters, aborts on characters.

71: Kirin (Holy Aura)
Hits all allies, both sides (Inverts damage if target is undead (?))
MP cost: 18
Causes Regen status
Unblockable

79: Lakshmi (Alluring Embrace)
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
MP cost: 74
Attack power: 34
Unblockable
Ignores defense.

Leviathan (Tidal Wave)
Hits all enemies, both sides
MP cost: 70
Attack power: 130
Water-elemental
Unblockable
Only hits monsters, aborts on characters.

60: Maduin (Chaos Wave)
Hits all enemies, both sides
MP cost: 44
Attack power: 55
Unblockable
Only hits monsters, aborts on characters.

58: Midgardsormr (Abyssal Maw)
Hits all enemies, both sides
MP cost: 40
Attack power: 93
Earth-elemental
Unblockable (Will not hit Floating targets)
Only hits monsters, aborts on characters.
Special effect:
25 = Spell can't hit anything with float status (Many attacks and Earth
-elementals)

65: Odin (Zantetsuken)
Hits all enemies, both sides
MP cost: 70
Causes instant death
Hit Rate: 110 (will miss targets invulnerable to instant death)
Only hits monsters, aborts on characters, Stamina involved in defense equation.
Special effect:
23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare,
Banisher)

74: Phantom (Ghostly Veil)
Hits all allies, both sides
MP cost: 38
Causes Invisible status
Unblockable

80: Phoenix (Flames of Rebirth)
Restorative (Inverts damage if target is undead)
Hits all dead allies, both sides
MP cost: 110
Restores 1/4 of HP
Lifts KO
Unblockable

63: Quetzalli (Sonic Dive)
Hits all allies, both sides
MP cost: 61
Makes target(s) Jump; causes "Hide" status
Unblockable
Retargets if target is dead, randomize target, ignores defense(?), no split
damage(?)
Special effect:
13 = Makes target jump (Quetzalli)

70: Ragnarok (Metamorphose)
Hits one enemy
MP cost: 6
Morphs enemy into a random Item
Hit Rate is dependent on target
Only hits monsters, aborts on characters.
Special effect:
12 = Morph enemy into a random Item (Ragnarok)

66: Raiden (Shin-Zantetsuken)
Hits all enemies, both sides
MP cost: 80
Causes instant death
Hit Rate: 140 (will miss targets invulnerable to instant death)
Only hits monsters, aborts on characters, Stamina involved in defense equation.
Special effect:
23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare,
Banisher)

Ramuh (Judgment Bolt)
Hits all enemies, both sides
MP cost: 25
Attack power: 50
Lightning-elemental
Unblockable
Only hits monsters, aborts on characters.

75: Seraph (Angel Feathers)
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
MP cost: 40
Attack power: 18
Unblockable
Ignores defense.

Shiva (Diamond Dust)
Hits all enemies, both sides
MP cost: 27
Attack power: 52
Ice-elemental
Unblockable
Only hits monsters, aborts on characters.

57: Siren (Lunatic Voice)
Hits all enemies, both sides
MP cost: 16
Causes Silence
Hit Rate: 136
Only hits monsters, aborts on characters.

77: Unicorn (Healing Horn)
Hits all allies, both sides
MP cost: 30
Lifts Darkness, Poison, Petrify, Silence, Muddle, Sap, Sleep, Slow, and Stop
status
Unblockable

64: Valigarmanda (Tri-Disaster)
Hits all enemies, both sides
MP cost: 68
Attack power: 110
Tri-elemental (Fire, Ice, Lightning)
Unblockable
Only hits monsters, aborts on characters.

72: Zona Seeker (Magic Shield)
Hits all allies, both sides
MP cost: 30
Causes Shell status
Unblockable

-----------------------------------------------------------------------------
6. Items
-----------------------------------------------------------------------------

<-----NOTE----->
Spell-casting items such as Fire Rod, etc. are not included.  See the spells
stats in the Magic section, but remember that they do not remove Invisible, are
unblockable, ignore defense, and only deal maximum damage possible if used
by breaking an item (they're known as Item magics by some, and Item is
referenced with Invisible-ignoring physicals in this guide because of similar
behavior).

About items in general; they ignore the Invisible status and usually don't miss
on their own unless something else interferes, like Fenix Down being used on a
living target for example.
<-----NOTE----->

Antidote
Hits one ally
Lifts Poison
Unblockable
Ignore defense (?), retargets if target is dead.

Dried Meat
Restorative
Hits one ally
Heals 150 HP
Unblockable
Ignore defense, retargets if target is dead.
Special effect:
4E = ??? (Dried Meat)

Elixir
Restorative (Inverts damage if target is undead)
Hits one ally
Heals full HP/MP
Unblockable
Ignore defense, retargets if target is dead.
Special effect:
4C = affect HP and MP (Elixir, Megalixir)

Echo Screen
Hits one ally
Lifts Silence
Unblockable
Ignore defense (?), retargets if target is dead.

Ether
Restorative
Hits one ally
Heals 50 MP
Unblockable
Ignore defense, retargets if target is dead.

Eye Drops
Hits one ally
Lifts Darkness
Unblockable
Ignore defense (?), retargets if target is dead.

Gold Needle
Hits one ally
Lifts Petrify
Unblockable
Ignore defense (?), retargets if target is dead.

Green Cherry
Hits one ally
Lifts Imp
Unblockable
Ignore defense (?), retargets if target is dead.

Hi-Ether
Restorative
Hits one ally
Heals 150 MP
Unblockable
Ignore defense, retargets if target is dead.

Hi-Potion
Restorative (Inverts damage if target is undead)
Hits one ally
Heals 250 HP
Unblockable
Ignore defense, retargets if target is dead.

Holy Water
Restorative (Inverts damage if target is undead)
Hits one dead ally
Restores 1/8 of HP
Lifts Zombie
<-----NOTE----->
Although there are no indications of
it, Revivify will kill an Undead.
I don't know why yet, though.
<-----NOTE----->
Unblockable
Ignore defense, retargets if target is dead.

Megalixir
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
Heals full HP/MP
Unblockable
Ignore defense, retargets if target is dead.
Special effect:
4C = affect HP and MP (Elixir, Megalixir)

Phoenix Down
Restorative (Inverts damage if target is undead)
Hits one dead ally
Restores 1/8 of HP
Lifts KO
Unblockable
Ignore defense, retargets if target is dead.

Potion
Restorative (Inverts damage if target is undead)
Hits one ally
Heals 50 HP
Unblockable
Ignore defense, retargets if target is dead.

Remedy
Hits one ally
Lifts Darkness, Poison, Imp, Petrify, Silence, Sap
Unblockable
Ignore defense (?), retargets if target is dead.

Smoke Bomb
Hits all allies, both sides
Forces targets to run away if possible
Unblockable
Ignore defense, retargets if target is dead.
Special effect:
4B = ??? (Smoke Bomb)

Super Ball
Magical attack
Hits random enemy target(s) multiple times, both sides
Always does multiples of 256 as damage
Unblockable
Ignores defense, retargets if target is dead.
Special Effect:
4A = makes Super Ball attack out of spell (Super Ball)

Warp Stone
Hits all allies, both sides
Forces party to run away if possible
Unblockable
Ignore defense, retargets if target is dead.
Special effect:
4D = ??? (Warp Stone)

X-Ether
Restorative
Hits one ally
Heals full MP
Unblockable
Ignore defense, retargets if target is dead.

X-Potion
Restorative (Inverts damage if target is undead)
Hits one ally
Heals full HP
Unblockable
Ignore defense, retargets if target is dead.

-----------------------------------------------------------------------------
7. Bushido
-----------------------------------------------------------------------------

<-----NOTE----->
Bushido the command can't be used without a sword, however, you can still use
it through Mimic.  Without a sword, the command is grayed out and can't be used
from the menu or automatically.
<-----NOTE----->

89: Dragon
Magical attack
Hits one random enemy (Inverts damage if target is undead)
Drains HP/MP
Attack power (HP draining): 49
Attack power (MP draining): 12
Unblockable
Ignores defense, retargets if target is dead.
Special effect:
36 = Allows one to drain both HP and MP if Byte 4, Bit 7 and Byte 5, Bit 1 are
set, drains MP with 1/4 Attack power (Dragon)

90: Eclipse
Magical attack
Hits all enemies
Attack power: 97
Causes Stop
Unblockable damage
Ailment Hit Rate: 140
No split damage, retargets if target is dead.
Special effect:
3F = Ailment uses spell hit rate to determine a hit or miss (Eclipse)

85: Fang
Physical attack
Hits one random enemy
Attack power: 120
Unblockable
Ignores defense, retargets if target is dead.

88: Flurry
Physical attack
Hits 4 random enemies, both sides
Attack power: 72
Unblockable
Retargets if target is dead.
Special effect:
32 = Spell hits 4 seperate times (Flurry, Tempest)

92: Oblivion
Magical attack
Hits all enemies
Causes instant death
Hit rate: 182 (will miss targets invulnerable to instant death)
Ignores defense, retargets if target is dead.
Special effect:
23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare,
Banisher)

86: Sky
Magical attack
Counters opponent's physical attack
Attack power: 56
Unblockable
Ignores defense, retargets if target is dead.
<-----NOTE----->
When Sky is used in Bushido, it invokes a special status that, when Cyan is
struck, will perform the actual attack.  This is in the game's programming, not
the spell itself.
<-----NOTE----->
Special effect:
3C = No effect (Sky)

91: Tempest
Physical attack
Hits 4 random enemies, both sides
Attack power: 70
Unblockable
Ignores defense, retargets if target is dead.
Special effect:
32 = Spell hits 4 seperate times (Flurry, Tempest)

87: Tiger
Physical attack
Hits one random enemy
Lowers target's HP to half of current HP
Causes Sap
Unblockable (will miss targets invulnerable to instant death)
Ignores defense, retargets if target is dead.

-----------------------------------------------------------------------------
8. Blitz
-----------------------------------------------------------------------------

94: Aura Cannon
Magical attack
Hits one enemy
Attack power: 68
Pearl-elemental
Unblockable
Retargets if target is dead.

97: Chakra
Restorative (Inverts damage if target is undead)
Magical attack
Hits all allies except caster, both sides
<-----NOTE----->
Though the caster cannot be hit by Chakra, it still counts as a target.
<-----NOTE----->
Heals with: Caster's HP / # of targets - 1
Lifts Darkness, Poison, Silence, Sap
Unblockable
Randomizes target, ignores defense, retargets if target is dead.
Special effect:
15 = Skill does not work on the caster (Chakra)

95: Meteor Strike
Physical attack
Hits one enemy
Attack power: 180
<-----NOTE----->
Meteor Strike does 1/2 damage if the target is not alone.  As for how that was
done, the aiming byte specifies that the skill should hit all enemies, and the
animation corrects that to a random enemy target.  The game still recognizes
the *intention* to hit multiple targets, however, and imposes the split damage
penalty.
<-----NOTE----->
Unblockable (will not hit all enemies)
Ignores defense, retargets if target is dead.
Special effect:
30 = Cannot hit certain enemies. (Meteor Strike)

100: Phantom Rush
Magical attack
Hits one enemy
Attack power: 128
Unblockable
Ignores defense, retargets if target is dead.

93: Raging Fist
Physical attack
Hits one enemy
Attack power: 110
Unblockable
Ignores defense, retargets if target is dead.

98: Razor Gale
Magical attack
Hits all enemies
Attack power: 78
Wind-elemental
Unblockable
Randomizes target, no split damage, retargets if target is dead.

96: Rising Phoenix
Magical attack
Hits all enemies
Attack power: 42
Fire-elemental
Unblockable
Randomizes target, no split damage, retargets if target is dead.

99: Soul Spiral
Restorative (Inverts damage if target is undead, drains all HP/MP from, kills,
and eliminates caster from battlefield)
Magical attack
Hits all allies, both sides
Attack power: 200
Lifts Darkness, Zombie, Poison, Imp, Petrify, Doom, Silence, Berserk, Confuse,
Sap, Sleep, Slow, Stop, and Freeze
Unblockable
Randomizes target, ignores defense, retargets if target is dead.
Special effect:
16 = Drains all HP/MP from, kills, and eliminates caster from battlefield
(Soul Spiral)

-----------------------------------------------------------------------------
9. Dance
-----------------------------------------------------------------------------

The Dances use the following spells:

Wind Rhapsody    : Wind Slash, Sunbath, Plasma, Cockatrice
Forest Nocturne  : Leaf Swirl, Forest Healing, Will o' the Wisp, Wombat
Desert Lullaby   : Sandstorm, Antlion, Wind Slash, Meercat
Love Serenade    : Will o' the Wisp, Apparition, Snare, Tapir
Earth Blues      : Rock Slide, Sonic Boom, Sunbath, Boar Brigade
Water Harmony    : El Nino, Plasma, Apparition, Raccoon
Twilight Requiem : Cave In, Snare, Will o' the Wisp, Poisonous Frog
Snowman Rondo    : Snowball, Avalanche, Snare, Arctic Hare

106: Antlion
Hits one enemy
Causes instant death
Hit Rate: 100 (Will miss targets invulnerable to instant death)
Retargets if target is dead, Stamina involved in defense equation.

108: Apparition
Hits one enemy
Causes Muddle
Hit Rate: 120
Retargets if target is dead.

124: Arctic Hare
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
Attack power: 60
Unblockable
Randomizes target, ignores defense.

116: Avalanche
Hits all enemies, both sides
Attack power: 55
Ice-elemental
Unblockable
Randomizes target, no split damage.

121: Boar Brigade
Hits one enemy
Attack power: 53
Unblockable (Will not hit Floating targets)
Ignores defense, retargets if target is dead.
Special effect:
25 = Spell can't hit anything with float status (Many attacks and Earth
-elementals)

114: Cave In
Hits one enemy
Lowers target's HP to 1/4 of current total
Causes Sap
Unblockable (Will miss targets invulnerable to instant death)
Retargets if target is dead.

117: Cockatrice
Hits one enemy
Attack power: 50
Causes Petrify
Hit Rate: 96 (Will miss targets invulnerable to instant death)
Ignores defense, retargets if target is dead.

111: El Nino
Hits all enemies, both sides
Attack power: 61
Water-elemental
Unblockable
Randomizes target, no split damage.

104: Forest Healing
Hits all allies, both sides
Lifts Darkness, Poison, Petrify, Silence, Muddle, Sap, Sleep, Slow, and Stop.
Unblockable
Randomizes target.

119: Meercat
Hits all allies, both sides
Causes Haste
Unblockable
Randomizes target.

112: Plasma
Hits one enemy
Attack power: 70
Lightning-elemental
Unblockable
Rtargets if target is dead.

123: Poisonous Frog
Hits one enemy
Attack power: 56
Poison-elemental, causes Poison
Unblockable
Retargets if target is dead.

122: Raccoon
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
Attack power: 100
Lifts Darkness, Zombie, Poison, Petrify, Doom, Silence, Berserk, Confuse, Sap,
Sleep, Slow, Stop, and Freeze.
Randomizes target, ignores defense.

103: Rage
Hits all enemies, both sides
Attack power: 50
Unblockable
Randomizes target, no split damage.

109: Rock Slide
Hits one enemy
Attack power: 65
Unblockable
Ignores defense, retargets if target is dead.

105: Sandstorm
Hits all enemies, both sides
Attack power: 45
Wind-elemental
Hit Rate: 100
Randomizes target, no split damage.

113: Snare
Hits one enemy
Causes instant death
Hit Rate: 100 (Will miss targets invulnerable to instant death)
Retargets if target is dead, Stamina involved in defense equation.
Special effect:
23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare,
Banisher)

115: Snowball
Hits one enemy
Lowers target's HP to half of current total
Causes Sap
Unblockable (Will miss targets invulnerable to instant death)
Retargets if target is dead.

110: Sonic Boom
Hits one enemy
Lowers target's HP to 3/8 of current total
Causes Sap
Unblockable (Will miss targets invulnerable to instant death)
Retargets if target is dead.

102: Sunbath
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
Attack power: 50
Unblockable
Randomizes target, ignores defense.

120: Tapir
Hits all allies, both sides
Restores HP and MP to full if target has Sleep status
Lifts Darkness, Zombie, Poison, Imp, Petrify, Doom, Silence, Berserk, Confuse,
Sap, Sleep, Slow, and Stop
Unblockable
<-----NOTE----->
Tapir falsely reports a Miss against any target that doesn't have Sleep status.
While these targets gain no HP or MP from Tapir, the skill will attempt to cure
their ailments anyway.
<-----NOTE----->
Randomizes target.
Special effect:
17 = Restore HP and MP to full if target has Sleep status (Tapir)

107: Will o' the Wisp
Hits one enemy
Attack power: 72
Fire-elemental
Unblockable
Retargets if target is dead.

101: Wind Slash
Hits all enemies, both sides
Attack power: 48
Wind-elemental
Unblockable
Randomizes target, no split damage.

118: Wombat
Hits one enemy
Attack power: 88
Unblockable (Will not hit Floating targets)
Ignores defense, retargets if target is dead.
Special effect:
25 = Spell can't hit anything with float status (Many attacks and Earth
-elementals)

-----------------------------------------------------------------------------
10. Tools
-----------------------------------------------------------------------------

Air Anchor
Physical attack
Hits one enemy
Attack power: 128
Inflicts Heat
Perfect hit rate (Will miss targets invulnerable to instant death)
Retargets if target is dead.
Special effect:
57 = Inflicts Heat status.  Automatically misses those invulnerable to instant
death. (Air Anchor)

Auto Crossbow
Physical attack
Hits all enemies
Attack power: 125
Perfect hit rate
No split damage, retargets if target is dead.

125: Bioblaster
Magical attack
Hits all enemies
Attack power: 20
Poison-elemental, causes Poison
Unblockable
No split damage, aborts on allies, retargets if target is dead.

Chainsaw (damage)
Physical attack
Hits one enemy
Attack power: 252
Perfect hit rate
Ignores Defense, retargets if target is dead.

Chainsaw (instant death)
Physical attack
Hits one enemy
Causes instant death (deals no damage)
Perfect hit rate (Will miss targets invulnerable to instant death)
Ignores Defense, retargets if target is dead, Stamina involved in defense
equation.

Debilitator
Physical attack
Hits one enemy
Makes opponent weak against one new element.
Perfect hit rate (misses targets that are weak to all elements)
Retargets if target is dead.
Special effect:
56 = Makes opponent weak against one new element (Debilitator)

Drill
Physical attack
Hits one enemy
Attack power: 191
Perfect hit rate
Ignores defense, retargets if target is dead.

126: Flash
Magical attack
Hits all enemies
Attack power: 42
Causes Darkness
Unblockable (128 hit rate in spell stats).
No split damage, abort on allies, retarget if target is dead.

Noiseblaster
Physical attack
Hits all enemies
Muddles all opponents
Perfect hit rate
Retargets if target is dead.

-----------------------------------------------------------------------------
11. Slot
-----------------------------------------------------------------------------

67: Bahamut (Mega Flare) [3 dragons]
Hits all enemies, both sides
Attack power: 92
Unblockable
Ignores defense, only hits monsters, aborts on characters.

127: Chocobo Stampede [3 Chocobos]
Hits all enemies, both sides
Attack power: 36
Unblockable
Randomize target, ignores defense, no split damage.
Special effect:
25 = Spell can't hit anything with float status (Many attacks and Earth
-elementals)

128: Dive Bomb [3 airships]
Hits all enemies, both sides
Attack power: 130
Unblockable
Randomize target

Joker's Death [7-7-BAR]
Hits all allies, both sides
Causes instant death
Unblockable
Learn if cast
<-----NOTE----->
Teaches Lv. 5 Death to Strago, as Joker's Death is merely a modified version of
the Lore.
<-----NOTE----->
Special effect:
Forces caster to hit all allies (Joker's Death (7-7-BAR))

Joker's Death [7-7-7]
Hits all enemies, both sides
Causes instant death
Unblockable
Learn if cast
<-----NOTE----->
Teaches Lv. 5 Death to Strago, as Joker's Death is merely a modified version of
the Lore.
<-----NOTE----->
Special effect:
Forces caster to hit all enemies (Joker's Death (7-7-7))

254: Mysidian Rabbit [any wrong combination]
Restorative
Hits all allies, both sides
Attack power: 10
Lifts Darkness, Poison, Sleep
Unblockable

129: Prismatic Flash [3 diamonds]
Hits all enemies, both sides
Attack power: 84
Unblockable
Randomize target

-----------------------------------------------------------------------------
12. MagiTek
-----------------------------------------------------------------------------

137: Banisher
Hits one enemy
Causes instant death
Hit Rate: 120 (Will miss targets invulnerable to instant death)
Stamina involved in defense equation.
Special effect:
23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare,
Banisher)

134: Bio Blast
Hits all enemies
Attack power: 60
Poison-elemental, causes Poison and Sap
Unblockable
No split damage, retargets if target is dead.

136: Confuser
Hits all enemies
Causes Confuse
Hit Rate: 128
Retargets if target is dead.

131: Fire Beam
Hits one enemy
Attack power: 60
Fire-elemental
Unblockable
Retargets if target is dead.

135: Healing Force
Restorative (Inverts damage if target is undead)
Hits one ally
Attack power: 50
Unblockable
Ignores defense.

133: Ice Beam
Hits one enemy
Attack power: 61
Ice-elemental
Unblockable
Retargets if target is dead.

138: Magitek Missile
Hits one enemy
Attack power: 58
Causes Sap
Unblockable
Ignores defense, retargets if target is dead.

132: Thunder Beam
Hits one enemy
Attack power: 62
Lightning-elemental
Unblockable
Retargets if target is dead.

-----------------------------------------------------------------------------
13. Lore
-----------------------------------------------------------------------------

NOTE: All spells are also assumed to have the Learn if cast property in
     addition to being Magical attacks.  Learn if cast only works for these
     spells alone, and is used to teach Strago the spells.

144: 1000 Needles
Hits one enemy
MP cost: 50
Does 1000 damage
Unblockable
Ignores defense, no split damage, retargets if target is dead.
Special effect:
1A = Does 1000 damage (1000 Needles)

143: Aero
Hits all enemies
MP cost: 41
Attack power: 125
Wind-elemental
Hit Rate: 150
Retargets if target is dead.

142: Aqua Breath
Hits all enemies
MP cost: 22
Attack power: 71
Wind/Water-elemental
Hit Rate: 150
Retargets if target is dead.

156: Bad Breath
Hits one enemy
MP cost: 32
Causes Darkness, Poison, Imp, Silence, Muddle, Sleep
Hit Rate: 100
Retargets if target is dead.

155: Dischord
Hits one enemy
MP cost: 68
Halves level of target
Hit Rate: 100 (Will miss targets invulnerable to instant death)
Retargets if target is dead.
Special effect:
1F = Halves level of target, rounding up (Dischord)

139: Doom
Hits one enemy
MP cost: 20
Causes Doom
Unblockable (Will miss targets invulnerable to instant death)

154: Force Field
Hits everyone, both sides
MP cost: 24
Nulls damage done by a random element
Unblockable
Special effect:
31 = Nulls damage done by a random element (Force Field)

161: Grand Delta
Hits all enemies, both sides
MP cost: 64
Attack power: 84
Unblockable
Ignores defense

150: Lv. 3 Confuse
Hits all enemies, both sides
MP cost: 28
Causes Confuse
Hits those with a level that is a multiple of 3

149: Lv. 4 Flare
Hits all enemies, both sides
MP cost: 42
Attack power: 66
Hits those with a level that is a multiple of 4
Ignores defense, no split damage.

148: Lv. 5 Death
Hits all enemies, both sides
MP cost: 22
Causes instant death
Hits those with a level that is a multiple of 5 (Will miss targets invulnerable
to instant death)

152: Lv. ? Holy
Hits all enemies, both sides
MP cost: 50
Attack power: 120
Pearl-elemental
Hits those with a level that is a multiple of the last digit of your GP/Gil
total
Special effect:
1D = Hits those with a level that is a multiple of the last digit of your
GP/Gil total (Lv. ? Holy)

160: Quasar
Hits all enemies, both sides
MP cost: 50
Attack power: 57
Unblockable
Ignores defense

151: Reflect ???
Hits all enemies, both sides
Causes Darkness, Silence, Slow
Hits those with Reflect status
Special effect:
1C = Causes spell to only target those with Reflect status (Reflect ???)

146: Revenge Blast
Hits one enemy
MP cost: 31
Does Maximum HP of caster minus Current HP of caster as damage
Unblockable
Ignores defense, no split damage, retargets if target is dead.
Special effect:
3D = Do Maximum HP of caster minus Current HP of caster as damage (Revenge
Blast)

158: Rippler
Hits one enemy
MP cost: 66
Switches statuses of caster and target
<-----NOTE----->
Due to a bug, Rippler switches all statuses in bytes 1-4 (Darkness to Float)
instead of just those listed in its stats.  If you're curious, here are the
statuses that Rippler has listed:

Darkness, Zombie, Poison, Invisible, Imp, Doom, Image, Silence, Berserk,
Confuse, Sap, Sleep, Regen, Slow, Haste, Stop, Shell, Protect, Reflect,
Reraise, Float.

Others (Rage, Trance, Dance, etc.) can be traded but only because of the bug.
This isn't all bad, if you want more than one morphed character or want Strago
to Dance....
<-----NOTE----->
Hit Rate: 111 (Will miss targets immune to Imp)
Retargets if target is dead.
Special effect:
21 = Switches statuses of caster and target (Rippler)

140: Roulette
Hits a random target (cursor starts on enemy)
<-----NOTE----->
The random target bit doesn't work outside of a menu command.  Try the Ahriman
Rage for example, it will hit an enemy automatically, completely ignoring the
bit.  Enemies use a special command (1Eh) to cast a unique version of Roulette
whenever they come to the spell in their scripts.  See its stats in section 3.
Command Attacks.
<-----NOTE----->
MP cost: 10
Causes instant death
Unblockable (Will miss targets invulnerable to instant death)
Retargets if target is dead.

162: Self-Destruct
Hits one enemy and caster
MP cost: 1
Do current HP of caster as damage
Unblockable
Ignores defense, retargets if target is dead, kills caster.
Special effect:
19 = Hit caster and target(s), do current HP of caster as damage
(Self-Destruct)

159: Stone
Hits one or all enemies
MP cost: 22
Attack power: 40
Causes Confuse
Hit Rate: 75
Retargets if target is dead.
Special effect:
22 = Do much more damage if target is same level as caster (Stone)

157: Transfusion
Restorative
Hits one ally
MP cost: 1
Restores HP/MP, zeroes out HP/MP of and removes caster from battle
Lifts Darkness, Zombie, Poison, Petrify, Doom, Critical, Silence, Berserk,
Confuse, Sap, Sleep, Slow, Stop
Unblockable
Retargets if target is dead, kills caster.
Special effect:
20 = Affects HP/MP, zeroes out HP/MP of and removes caster from battle
(Transfusion)

153: Traveler
Hits one enemy
MP cost: Minutes played / 30 for characters, 1 for monsters
Does Steps / 32 as damage
Unblockable
Ignores defense.
Special effect:
1E = Does Steps / Attack power as damage, minutes played / 30 for MP cost to
characters (Traveler)

141: Tsunami
Hits all enemies, both sides
MP cost: 30
Attack power: 50
Water-elemental
Hit Rate: 150
No split damage, retargets if target is dead.

147: White Wind
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
MP cost: 45
Uses current HP of caster to heal HP
Unblockable
Ignores defense, no split damage.
Special effect:
1B = Uses current HP of caster to affect target's HP (White Wind)

-----------------------------------------------------------------------------
14. Enemy Spells
-----------------------------------------------------------------------------

195: 50 Gs
Magical attack
Hits all enemies, both sides
MP cost: 20
Lifts Float
Unblockable
Vulnerable to Runic

187: Absolute Zero
Magical attack
Hits all enemies
MP cost: 20
Attack power: 110
Ice-elemental
Hit Rate: 140
Retargets if target is dead.

169: Acid Rain
Magical attack
Hits all enemies
MP cost: 20
Attack power: 25
Poison/Water-elemental, causes Sap
Hit Rate: 100
No split damage, retargets if target is dead.

180: Atomic Rays
Magical attack
Hits all enemies
MP cost: 20
Attack power: 80
Fire-elemental
Hit Rate: 150
Vulnerable to Runic, retargets if target is dead.

193: Barrier Change
Magical attack
Hits caster
Changes elemental properties of caster at random to one element absorbed, six
nulled, one weakness.
Unblockable
Special effect:
26 = Changes elemental properties of caster to include one absorb, six null,
one weakness (Barrier Change)

177: Blaster
Magical attack
Hits one or all enemies
MP cost: 20
Causes instant death
Hit Rate: 70 (Will miss targets invulnerable to instant death)
Vulnerable to Runic, retargets if target is dead.

228: Blaze
Magical attack
Hits one or all enemies
MP cost: 20
Attack power: 68
Fire-elemental
Hit Rate: 120
Retargets if target is dead.

216: Bomblet
<-----NOTE----->
Flame Eater summons minions with the F5 commmand.  Bomblet itself actually
doesn't do anything.  Therefore, knowing the few stats it has is pointless.
<-----NOTE----->

220: Cloudy Heaven
Magical attack
Hits all enemies, both sides
MP cost: 20
Makes target gain Zombie instead of KO at death
Causes Doom
Unblockable (Will miss targets invulnerable to instant death)
Retargets if target is dead.
Special effect:
37 = Makes target gain Zombie instead of KO at death (Cloudy Heaven)

166: Crypt Dust
Magical attack
Hits one dead enemy
MP cost: 20
Causes Zombie
Unblockable

178: Cyclonic
Magical attack
Hits all enemies
MP cost: 20
Lowers target's HP to 1/16 of current total
Causes Critical
Hit Rate: 75 (Will miss targets invulnerable to instant death)
No split damage, retargets if target is dead.

236: Dancing Flame
Magical attack
Hits one enemy
MP cost: 20
Attack power: 50
Fire-elemental
Unblockable
Vulnerable to Runic, retargets if target is dead.

175: Delta Attack
Magical attack
Hits one enemy
MP cost: 20
Causes Petrify
Unblockable
Retargets if target is dead.

211: Diabolic Whistle
Magical attack
Hits all enemies, both sides
MP cost: 20
Causes one of the following in each target: Darkness, Poison, Imp, Doom,
Berserk, Confuse, Sap, Slow
Hit Rate: 120
Special effect:
3B = Randomly cause only one of the checked status (Diabolic Whistle)

182: Diffractive Laser
Magical attack
Hits all enemies
MP cost: 20
Attack power: 62
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, retargets if target is dead.

214: Disaster
Magical attack
Hits one or all enemies
MP cost: 20
Causes Darkness, Imp, Doom, Silence, Confuse, Float
Hit Rate: 62
Vulnerable to Runic, retargets if target is dead.

219: Release
<-----NOTE----->
All this does is lift the Grab status from the caster's seized victim.  The
rest of the stats are irrelevant since the spell doesn't even need a target.
<-----NOTE----->
Special effect:
44 = Lifts Grab from caster's victim. (Release)

226: Dread Gaze
Magical attack
Hits one enemy
MP cost: 20
Causes Petrify
Hit Rate: 75
Retargets if target is dead.

206: Entice
Magical attack
Hits one enemy
Causes Entice
Hit Rate: 80
Retargets if target is dead.
Special effect:
34 = Causes Entice, a special ailment that acts like Confuse but can only be
cured when either the original caster or the victim dies (Entice)

176: Entwine
Magical attack
Hits all enemies
MP cost: 20
Causes Slow
Unblockable
Retargets if target is dead.

194: Flee
Magical attack
Hits caster
Causes caster to run away
Causes "Hide"
Unblockable
Special effect:
27 = Causes caster to run away (Flee)

179: Fireball
Magical attack
Hits all enemies
MP cost: 20
Attack power: 50
Fire-elemental
Hit Rate: 150
Retargets if target is dead.

198: Flare Star
Magical attack
Hits all enemies
MP cost: 20
Does lowest targets' level * 80 as damage
Fire-elemental
Unblockable
Ignores defense, no split damage, retargets if target is dead.
Special effect:
2A = Lowest target's level * spell Attack power determines total damage (Flare
Star)

190: Flash Rain
Magical attack
Hits all enemies
MP cost: 20
Attack power: 60
Ice/Water-elemental
Hit Rate: 140
Retargets if target is dead.

222: Forsaken
Magical attack
Hits all enemies, both sides
MP cost: 20
Attack power: 220
Unblockable
Retargets if target is dead.

207: Freezing Dust
Magical attack
Hits one enemy
MP cost: 20
Causes Freeze
Unblockable
Retargets if target is dead.

218: Fury
Magical attack
Hits one enemy
Possesses the target; caster becomes inoperable, and if caster is an enemy,
disappears until target is killed
Unblockable
Retargets if target is dead.
Special effect:
3A = Caster possesses the victim until the latter dies (Fury)

230: Gale Cut
Magical attack
Hits all enemies, both sides
Attack power: 15
Wind-elemental
Unblockable
Retargets if target is dead.

185: Gigavolt
Magical attack
Hits one or all enemies
MP cost: 20
Attack power: 110
Lightning-elemental
Hit Rate: 130
Vulnerable to Runic, retargets if target is dead.

212: Gravity Bomb
Magical attack
Hits one enemy
MP cost: 20
Lowers target's HP to half of current total
Hit Rate: 100 (Will miss targets invulnerable to instant death)
Randomizes target, retargets if target is dead, Stamina involved in defense
equation.

232: Hailstone
Magical attack
Hits one enemy
MP cost: 20
Lowers target's HP to 1/4 of current total
Unblockable (Will miss if target is invulnerable to instant death)
Retargets if target is dead.

192: Heartless Angel
Magical attack
Hits all enemies, both sides
MP cost: 20
Drops all target's HP to 1
Unblockable
Retargets if target is dead.
Special effect:
40 = Sets target's HP to 1 (Heartless Angel)

234: Humbaba Breath
Magical attack
Hits one enemy
Removes target from battle; treated the same as if they ran away.
Causes "Hide"
Unblockable
Retargets if target is dead.
Special effect:
33 = Removes character from current party if target is a character (Humbaba
Breath)

209: Hyperdrive
Magical attack
Hits one enemy
Attack power: 118
Causes Sap
Unblockable
Ignores defense, vulnerable to Runic, retargets if target is dead.

163: Imp Song
Magical attack
Hits all enemies
MP cost: 20
Toggles Imp (it can cause or lift the status)
Hit Rate: 100
Retargets if target is dead.

213: Inhale
Magical attack
Hits one enemy
Removes target from battle; treated the same as if they ran away.
Unblockable
Randomizes target, retargets if target is dead.
Special effect:
39 = Takes character/enemy out of battle, if all characters are hit, transports
the party to Zone Eater's Belly.  Victims treated as if they ran away (Inhale)

237: Landslide
Magical attack
Hits all enemies, both sides
MP cost: 20
Attack power: 75
Earth-elemental
Unblockable (Will miss floating targets)
Retargets if target is dead.
Special effect:
25 = Spell can't hit anything with Float status (Many attacks and Earth
-elementals)

205: Launcher
Magical attack
Hits 8 times against random enemies, both sides
MP cost: 20
Lowers target's HP to half of current total every hit; damage is finally dealt
at spell's end.
Hit Rate: 100 (Will miss if target is invulnerable to instant death)
Randomizes target, ignores defense, no split damage, retargets if target is
dead.
Special effect:
2C = Spell hits 8 times, total damage dealt at spell's end (Launcher)

189: Leech
Magical attack (Inverts damage if target is undead)
Hits one enemy
Drains HP
MP cost: 20
Attack power: 40
Hit Rate: 100
Retargets if target is dead.

235: Lifeshaver
Magical attack (Inverts damage if target is undead)
Hits one enemy
Drains HP
MP cost: 20
Attack power: 84
Earth-elemental
Unblockable
Retargets if target is dead.

168: Lullaby
Magical attack
Hits all enemies
MP cost: 20
Causes Sleep
Hit Rate: 90
Retargets if target is dead.

191: Magitek Barrier
Magical attack
Hits one ally
MP cost: 20
Causes Protect and Reflect
Unblockable
Reflectable, retargets if target is dead.

181: Magitek Laser
Magical attack
Hits one enemy
MP cost: 20
Attack power: 20
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, retargets if target is dead.

188: Magnitude 8
Magical attack
Hits all enemies
MP cost: 20
Attack power: 100
Earth-elemental
Hit Rate: 130 (Will not hit Floating targets)
Retargets if target is dead.
Special effect:
25 = Spell can't hit anything with float status (Many attacks and Earth
-elementals)

184: Megavolt
Magical attack
Hits one or all enemies
MP cost: 20
Attack power: 20
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, retargets if target is dead.

171: Mega Berserk
Magical attack
Hits all enemies, both sides
MP cost: 20
Causes Berserk
Unblockable
Vulnerable to Runic, retargets if target is dead.

215: Metal Cutter
Magical attack
Hits one or all enemies
MP cost: 20
Attack power: 120
Hit Rate: 120
Retargets if target is dead.

223: Meteor
<-----NOTE----->
Yes, it is named exactly the same as the attack Magic spell.
<-----NOTE----->
Magical attack
Hits all enemies
MP cost: 20
Attack power: 60
Hit Rate: 80
Ignores defense, no split damage, retargets if target is dead.

196: Mind Blast
Magical attack
<-----NOTE----->
This won't usually remove Invisible because the special effect resets status to
set/clear before determining what to inflict.
<-----NOTE----->
Hits all enemies, both sides
MP cost: 20
Causes some of the following in each target: Darkness, Zombie, Poison, Imp,
Petrify, Doom, Silence, Berserk, Confuse, Sap, Sleep, Slow, Stop
Hit Rate: 110
Special effect:
28 = Hits with random checked status (Mind Blast)

221: Missile
Magical attack
Hits one enemy
MP cost: 20
Lowers target's HP to 3/4 of current total
Causes Sap
Hit Rate: 126 (Will miss if target is invulnerable to instant death)
Retargets if target is dead.

197: Northern Cross
Magical attack
Hits all enemies, both sides
MP cost: 20
Causes Freeze
Hit Rate: 90 (Randomly misses completely, even against Invisible targets)
Vulnerable to Runic, retargets if target is dead.
Special effect:
29 = Randomly misses target completely, even against Invisible targets
(Northern Cross)

173: Net
Magical attack
Hits one enemy
MP cost: 20
Causes Stop
Hit Rate: 100
Retargets if target is dead.

199: Overture
Magical attack
Hits one enemy
MP cost: 20
Makes target take physical blows for caster
Unblockable
Retargets if target is dead.
Special effect:
2D = Makes target take physical blows for caster (Overture)

225: Poltergeist
Magical attack
Hits all enemies
MP cost: 20
Causes HP Leak
Unblockable
Retargets if target is dead.
Special effect:
3E = Causes uncurable HP drain (Phantasm)

201: Reverse Polarity
Magical attack
Hits all enemies, both sides
MP cost: 20
Toggles Row position of all targets
Unblockable
Retargets if target is dead.
Special effect:
2B = Toggles Row position of target(s) (R.Polarity)

172: Silence
Hits all enemies
MP cost: 20
Causes Silence
Hit Rate: 90
Retargets if target is dead.

204: Southern Cross
Magical attack
Hits all enemies
MP cost: 20
Attack power: 120
Fire-elemental
Hit Rate: 120
No split damage, retargets if target is dead.

233: Saintly Beam
Magical attack
Hits all enemies, both sides
MP cost: 20
Attack power: 28
Pearl-elemental
Unblockable
No split damage, vulnerable to Runic, retargets if target is dead.

167: Scintillation
Magical attack
Hits all enemies
MP cost: 20
Causes Darkness
Hit Rate: 80
Retargets if target is dead.

200: Grab
Magical attack
Hits one enemy
Causes Seize, lifts Slow
Unblockable
Special effect:
2E = Paralyze and drain HP from target [Cause Grab] (Grab)

231: Shamshir
Magical attack
Hits one enemy
MP cost: 20
Lowers target's HP to half of current total
Unblockable (Will miss targets invulnerable to instant death)
Vulnerable to Runic, retargets if target is dead.

227: Shockwave
Magical attack
Hits one enemy
MP cost: 20
Attack power: 25
Hit Rate: 120
Retargets if target is dead.

186: Snowstorm
Magical attack
Hits all enemies
MP cost: 20
Attack power: 25
Ice-elemental
Hit Rate: 140
Retargets if target is dead.

203: Snort
Magical attack
Hits one or all enemies
Removes target from battle; treated the same as if they ran away.
Causes "Hide"
Unblockable
Retargets if target is dead.
Special effect:
38 = Banish target from battle (Snort)

229: Soul Extraction
Magical attack
Hits one enemy
MP cost: 20
Causes Zombie
Unblockable
Retargets if target is dead.

174: Sticky Goo
Magical attack
Hits one enemy
MP cost: 20
Causes Slow
Hit Rate: 100
Retargets if target is dead.

202: Targeting
Magical attack
Hits one enemy
Unblockable
Retargets if target is dead.
Special effect:
2F = Victim can now be chosen by attacks by using aiming method 4D; effect
wears off after said aiming method is employed once (Targeting)

208: Tentacle
Physical attack
Hits one or all enemies
Attack power: 146
Unblockable
Retargets if target is dead.

210: Trine
Magical attack
Hits all enemies, both sides
Causes Darkness and Silence
Unblockable
Retargets if target is dead.

224: Vengeance
Magical attack
Hits all enemies
Lifts Invisible, Image, Regen, Haste, Protect, Shell, Reflect, Reraise, Float
Unblockable
Retargets if target is dead.

165: Venomist
Magical attack
Hits all enemies
MP cost: 20
Attack power: 20
Poison-elemental, causes Poison
Hit Rate: 80
Retargets if target is dead.

183: Wave Cannon
Magical attack
Hits all enemies
MP cost: 20
Attack power: 110
Lightning-elemental
Hit Rate: 150
Retargets if target is dead.

-----------------------------------------------------------------------------
15. Critical attacks
-----------------------------------------------------------------------------

241: Mirage Dive
Hits one enemy
Attack power: 139
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.

250: Moogle Rush
Hits one enemy
Attack power: 150
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.

251: Punishing Meteor
Hits one enemy
Attack power: 146
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.

249: Red Card
Hits one enemy
Attack power: 147
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.

240: Riot Blade
Hits one enemy
Attack power: 142
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.

244: Royal Shock
Hits one enemy
Attack power: 143
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.

247: Sabre Soul
Hits one enemy
Causes instant death
Unblockable (Will miss targets invulnerable to instant death)
Only hits monsters, aborts on characters, retargets if target is dead.

243: Shadow Fang
Hits one enemy
Attack power: 140
Causes Sap
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.

246: Spinning Edge
Hits one enemy
Attack power: 143
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.

248: Star Prism
Hits one enemy
Causes instant death
Unblockable (Will miss targets invulnerable to instant death)
Only hits monsters, aborts on characters, retargets if target is dead.

245: Tiger Break
Hits one enemy
Attack power: 140
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.

242: Tsubame Gaeshi
Hits one enemy
Attack power: 140
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.

-----------------------------------------------------------------------------
16. Interceptor
-----------------------------------------------------------------------------

252: Takedown
Hits one enemy
Attack power: 55
Unblockable (Will not hit Floating targets)
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.
Special effect:
25 = Spell can't hit anything with float status (Many attacks and Earth
-elementals)

253: Wild Fang
Hits one enemy
Attack power: 66
Unblockable (Will not hit Floating targets)
Ignores defense, only hits monsters, aborts on characters, retargets if target
is dead.
Special effect:
25 = Spell can't hit anything with float status (Many attacks and Earth
-elementals)

-----------------------------------------------------------------------------
17. Miscellaneous
-----------------------------------------------------------------------------

Death (Doom status)
<-----NOTE----->
This is exactly the same as enemy Roulette, but instead of simply referencing
that spell, I decided to list this on its own to get rid of implied properties.
<-----NOTE----->
Magical attack (ignores Invisible ala Item)
Hits Doom target when timer reaches 0
Causes instant death
Unblockable (Will miss targets invulnerable to instant death)
Special effect:
35 = Restores undead target's HP to full (Death, enemy Roulette, Death (Doom
status))

81: Flame Scroll
Magical attack
Hits all enemies, both sides
Attack power: 100
Fire-elemental
Unblockable

Invisible Scroll
Physical attack
Hits caster
Causes Invisible
Unblockable
Retargets if target is dead (?).

83: Lightning Scroll
Magical attack
Hits all enemies, both sides
Attack power: 100
Lightning-elemental
Unblockable

Shadow Scroll
Physical attack
Hits caster
Causes Image
Unblockable
Retargets if target is dead (?).

84: Snowstorm
Magical attack
Hits all enemies, both sides
Attack power: 100
Ice-elemental
Unblockable
Randomizes target, retargets if target is dead.

Tapir (called during Sleep status)
Physical attack (ignores Invisible)
Hits a person whose time in Sleep status has run out
Lifts Sleep
Unblockable

Umaro's tackle
Physical attack
Hits one enemy
Attack power: 198
<-----NOTE----->
This is actually dependent on Umaro's Attack power stat. However, since Umaro
cannot equip another weapon, I went ahead and listed Umaro's Attack power with
the Bone Club so you wouldn't have to go look it up.
<-----NOTE----->
Unblockable
Ignores defense, retargets if target is dead.

Umaro's throw
Physical attack
Hits one random enemy (uses an ally as a weapon)
Attack power: Variable, no less than 198
<-----NOTE----->
Specifically, (projectile left hand) + (projectile right hand) + 198
The 198 again comes from Umaro's Attack power.
<-----NOTE----->
Unblockable
Ignores defense, retargets if target is dead.
Special effect:
If Mog is thrown, increase damage
<-----NOTE----->
Due to ignore defense, the damage multiplier this effect employs is also
ignored, rendering it useless.  It would have been 3X damage.
<-----NOTE----->

82: Water Scroll
Magical attack
Hits all enemies, both sides
Attack power: 100
Water-elemental
Unblockable

-----------------------------------------------------------------------------
18. Dummy Spells
-----------------------------------------------------------------------------

170: Confusion
Hits all enemies
MP cost: 20
Causes Confuse
Hit Rate: 68
Retargets if target is dead.

217: Digestive Fluid
Magical attack
Hits one or all enemies
MP cost: 20
Attack power: 30
Hit Rate: 120
Retargets if target is dead.

164: Vanish
Hits caster
MP cost: 20
Causes Darkness, Poison, Imp, Doom, Silence, Confuse, Sap, Sleep, and Stop
Unblockable
Special effect:
45 = No effect (Vanish)

-----------------------------------------------------------------------------
19. Status
-----------------------------------------------------------------------------

NOTE - This just details the attack properties.  For the actual algorithms, see
Terii's Algorithms doc (either at GameFAQs or at his site:
http://www.rpglegion.com/).

HP Leak (Phantasm)
Causes damage occasionally to afflicted
Unblockable
Ignores defense, no split damage, retargets if target is dead.

Poison
Causes damage occasionally to afflicted, multiplies damage on subsequent
occasions by 1, up to 8X damage.
Poison-elemental
Unblockable
Ignores defense, no split damage, retargets if target is dead.

Regen
Restorative (Inverts damage if target is undead)
Restores HP occasionally to afflicted
Unblockable
Ignores defense, no split damage, retargets if target is dead.

Sap
Causes damage occasionally to afflicted
Unblockable
Ignores defense, no split damage, retargets if target is dead.

-----------------------------------------------------------------------------
20. Differences between FF6 Advance and the previous versions
-----------------------------------------------------------------------------

A quick lookup for those curious about how attacks differ from FF3us and such.
Keep in mind that some difference explanations contain slight spoilers for
late-game monster abilities.

-----
Magics
-----

Banish - Can no longer be absorbed by Runic.  This is to prevent a
disappearance bug from popping up with Bit and Gold Dragon (second form).

Imp    - Can no longer be absorbed by Runic.  This prevents a monster sprite
bug from occurring with Gold Dragon (second form) and solves the same bug with
Bit from prior releases.

Raise  - Cannot heal "Hide" status.  May have to do with the monster
disappearance bugfix for what's commonly known as Reraise/X-Zone (Reraise/
Banish), but I'm not certain.*

Arise  - Cannot heal "Hide" status.  May have to do with the monster
disappearance bugfix for what's commonly known as Reraise/X-Zone (Reraise/
Banish), but I'm not certain.*

New additions - Flood, Gravija, and Valor

* Reraise/X-Zone simply refers to the fact that enemies hit with X-Zone/Banish
in other releases lose their sprite entirely.  If these beasts are revived,
there's nothing for the cursor to point at anymore, making manual targeting
impossible.  However, solving the bug means enemies hit with Banish are
unrevivable, and at least one other bug has crept up as a result of this fix
(Curlax will get stuck casting Arise constantly if Laragorn falls to Banish).

-----
Espers
-----

New additions - Leviathan (Tidal Wave), Cactuar (1000 Needles and 10,000
Needles?), Diabolos (Dark Messenger), and Gilgamesh (Excalibur, Excalipoor,
Masamune, Enkidu)

-----------------------------------------------------------------------------
21. Credits
-----------------------------------------------------------------------------

Djibriel - Informing me of the Gil Toss/Valor bug.

Meeplelard - Suggestions and such.

For past contributions to the FF3us Attack guide, see... well, it.  It's at my
site, which you can find four lines down.

-----------------------------------------------------------------------------
Copyright ©2002 thru 2007 Master ZED
The Unoriginal White Sheet: http://masterzed.cavesofnarshe.com/
Final Fantasy 6 Advance and its previous versions copyright ©1994-2007
Squaresoft.
I'm not responsible should anything stated in this FAQ/guide do anything.
I'm not responsible should anything stated in this FAQ/guide do nothing.
I'm not responsible for whatever you or anyone else do with this FAQ/guide or
the contents within it.
I'm not responsible for whatever you or anyone else don't do with this FAQ
/guide or the contents within it.
The only places you should find this guide are GameFAQs and ZED's Unoriginal
White Sheet.
All rights reserved.
-----------------------------------------------------------------------------