Magicks and Technicks - what are they?


Magicks are another common occurence in RPGs. Magicks allow you to deal non-physical damages to your opponents, cure yourself and your team, influence statuses or the speed of action, all at the cost of a certain amount of MP, or mist points. That number is fixed for each spell, but can be reduced through augmentation licenses and some accessories. The magnitude of the effect of a given spell can be influenced by several factors which will be looked at below

Magicks are divided into 5 groups - white magicks, black magicks, time magicks, green magicks and arcana magicks, to which we'll add here the Technicks, which share some common points with magicks, although they do not require MP to be executed in FF XII. For a character to acquire a given magick or technick, you'll have to buy it in a magicks, respectively technicks, shop and to unlock its license on the license board. Not all magicks and technicks are available at the same time to buy - they appear in shops as you progress in the story. Note that some will be available in most magicks/technicks shops while other, usually high level spells, will only be offered in one or two places

Finally, note that while many magicks have unique effects, some find their equivalents in items. While the magick may often be more potent, it also requires a longer preparation time - keep that in mind during battles. Also, remember that your MPs are limited: although some augmentation licenses allow you to recover some during a battle, this is yet another factor that you need to keep in mind, especially since MP are also required for the use of Espers or Mist Knacks. These considerations will most probably restrain your use of magicks in the game, in particular while Ethers are scarce, but their use is nonetheless key to your success in FF XII

White Magicks


Main characteristics: White Magicks' main purpose is to cure. They enable you to restore HPs, revive and remove many statuses. There is also one powerful elemental spell that belongs to this category and which can be acquired late in the game

Additional observations: White Magicks, for the most part, have conterparts in the items category (see the items list for more details) and items are far less time-consuming than magicks. However, as your characters increase their levels and get better equipment, some spells may also become far more powerful than their item equivalent. Judicious use of both is one key strategic point in this game

Check the complete white magicks list

Black Magicks


Main characteristics: Black Magicks' only purpose is to deal damages to your foes. They are your main alternative to physical damages; some spells are elemental (i.e. based on one element, like fire, water, etc), others non-elemental, and may hit one or multiple targets

Additional observations: Elemental black magicks are particularly useful if you know when (and when not) to use them. Indeed, many foes have a weakness to one given element, in which case hitting it with the corresponding spell will deal more damages than usual. But they also often have a resistence to one or more elements, in which case the damages dealt with a corresponding spell may be reduced, nullified or even absorbed, effectivly curing that foe instead of dealing damages! If at all possible, try and use Libra to avoid nasty suprises

Check the complete black magicks list

Time Magicks


Main characteristics: This category of magicks deals in priority with speed-altering effects (and therefore proposes also, among others, magicks that prevent an enemy from moving and/or taking action), but other more or less related spells have been added to the mix. In particular, know that Reflect is considered a time magick and not a green magick!

Additional observations: Time magicks mostly destined to your allies, like Haste, work all the time; on the other hand, magicks like Slow have a certain "success rate", understand it won't work systematically, and that on enemies that are not immune to a given spell - immuned foes, of course, aren't affected at all

Check the complete time magicks list

Green Magicks


Main characteristics: Green magicks regroup two types of spells: those of protection for your party (Protect, Shell, etc) and those that add statuses to your foes (like Blind, Sleep, etc)

Additional observations: Like time magicks, green magicks destined to your allies work everytime, while spells affecting the status of foes have a certain success rate, usually around 50-60%

Check the complete green magicks list

Arcana Magicks


Main characteristics: Arcana magicks regroup spells that did not fit elsewhere but were too powerful to ignore....seriously, part of them are elemental dark/gravity spells, while other alter statuses

Additional observations: Some of the magicks in that category can really turn the tide during battle, and are likely to play a major role in your tactics, especially if you go on Hunts or battle espers. While they are not as easily recognizable and familiar as white and black magicks, they are worth your time, LPs and money!

Check the complete arcane magicks list

Technicks


Main characteristics: As said above, technicks are similar to magicks in many ways but do not require MPs which make support technicks like Charge or First Aid particularly useful in case of emergency. Technicks present a wide range of effects, physical damages to random spells

Additional observations: Apart from a limited number of unique abilities like Steal and Telekinesis, it is likely you will not use Technicks that often. Many technicks that affect foes in particular have low success rates and/or unpredictable results, and may just not be worth the preparation time they will cost you. You should try them first in easy battle situation before deciding if they have a place in your strategies or not. Also, unless you have no other option, you're better off relying on magicks and items to help your fellow team members

Check the complete technicks list - coming soon!