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Magic
Magic plays a very important role in Final Fantasy 8. Not only is it used during battles for attacks, healing, and defense, but it can also be junction to a character to greatly improve their statistics. The more magic you have, the more effective functioning is, so always try to draw 100 stocks of magic whenever you can. Drawing is one of the commands you can give your character, and allows you to steal 1-9 uses of a magic from the enemy and stock it in your inventory. If you have not seen that magic before, it will show up as ???? Instead of the name of that magic. Or if you want, you can draw one use and then cast it immediately by selecting cast instead of stock. The one thing you must be careful of when using magic is to not use too much of the magic you are junctioning. For example, if you have Cure junctioned to your HP, every time you cast Cure the HP of that character will go down a little. Try to junction magic spells that you don't use too often in battle, if possible, so you can junction and still use magic without hurting your statistics too much. Balance is the key.
Types of Magic: Keep in mind that the "Junction attributes" are when 100 of that magic are drawn. To find out how much it will affect your attributes with less than 100 uses of that magic, divide the effect by 100, and multiply that by how many uses of that magic you have. The maximum HP an ally can have is 9,999, and 255 is the maximum of any other statistic, so keep that in mind as well.

M A G I C
J U N C T I O N - A T T R I B U T E S
T Y P E
D I S C R I P T I O N
HP
Str
Vit
Mag
Spr
Spd
Eva
Hit
Luck
Aero
Aero is a magic attack that causes elemental Wind damage to one opponent. Since it is a Wind based attack, it may not be effective against some flying creatures.
Aura
Aura allows a character to use his/her limit breaks without having low HP.
Berserk
Berserk casts the Berserk status on the target it is cast upon. The Berserk status causes its target to automatically do a regular attack every turn, but it is twice ast strong. This spell does not work on opponents or allies who are protected against the Berserk status.
Bio
Bio magic not only gives elemental Poison damage, but gives the Poison status to its target as well. The Poison status takes away a character's HP every time it does something in battle. May only sometimes work or not work at all for people who have partial or full defense against Poison.
Blind
This magic casts the Blind status on its target (if successful). The Blind status causes its target to often miss its opponent when using physical attacks.
Blizzaga
This elemental Ice spell causes major Ice based damage to an opponent. Blizzaga should be used on enemies that have a weakness to fire, like Bombs, for example. Enemies with a strong defense against Ice magic will take little damage, or even get healed from it.
Blizzara
This attack is just like Blizzaga (see above), but is not quite as strong and junctions differently.
Blizzard
This attack is also just like Blizzaga (see 2 above), but is the weakest of the three Blizzard attacks and junctions differently.
Break
The Break spell, if successful, gives its target the Petrify status. The Petrify status turns its victim into stone, and immobilized it for the remainder of the battle unless an ally heals him of the Petrify status. If everybody on one side of a battle is Petrified, they automatically lose the battle.
Confuse
This magic gives the Confuse status to its victim (if successful). A person with the Confuse status will automatically do regular attacks on each turn, but will attack anybody at random, including their allies and themselves.
Cura
This spell restores a moderate amount of HP to its target. Although Cura is primarily a healing spell, since it is curative magic is will actually harm the undead, so it can be used as an attack as well.
Curaga
This spell is the same thing as Cura (see above), but is more effective and junctions better as well.
Cure
Although it has the same effect as Cura and Curaga (see above), it is the least powerful spell out of the three and junctions the worst too.
Death
The Death spell picks randomly causes immediate death to one enemy, but is usually ineffective and worthless against bosses.
Demi
This spell reduces its targets HP by 1/4, when it is effective.
Dispel
Dispel removes positive status effects (Haste, Regen, Protect, Shell, Aura, Reflect, Float, Double, and Triple) from an enemy. This is a very useful spell for bosses or enemies that like to cast lots of great status effects on themselves.
Double
A Double spell allows its target to cast two of the same spell consecutively in one turn. This is a handy spell for long boss fights.
Drain
The Drain spell takes away HP from its victim and gives it to the caster. This is an effective spell if you need to damage an enemy and heal yourself at the same time.
Fira
Fira does a decent amount of Fire based damage to one enemy. It is most effective against creatures with a weakness to fire, like Ice based creatures. Some fire elemental creatures, like Bombs, will absorb fire attacks instead of taking damage from them.
Firaga
This attack is very similar to Fira (see above), but is stronger and junctions better.
Fire
This spell is like Firaga and Fira (see above), but is the weakest of the three and junctions the worst as well.
Flare
This spell causes major non-elemental damage to an enemy. Although it is a very powerful spell, you may want to junction it instead, since it junctions very well.
Float
This spell causes its target to float, making it avoid elemental Earth magic. This spell has a double effect. It is mostly used to on allies to avoid Earth attacks from enemies, but can also be used on enemies to prevent them from absorbing Earth attacks to heal themselves (like Brothers).
Full-Life
This is a very useful spell that not only relieves an ally from their KO status, but completely restores their HP as well. This is a godsend during the very tough boss fights where you often get knocked out, and is one of the best spells in the game.

M A G I C
J U N C T I O N - A T T R I B U T E S
T Y P E
D I S C R I P T I O N
HP
Str
Vit
Mag
Spr
Spd
Eva
Hit
Luck
Haste
Haste allows its target to move faster in battles and make moves more often. It is valuable during long boss fights. A good combination is to use Triple to cast Haste on all three party members in one turn.
Holy
This spell inflicts major Holy based damage on one enemy. This is very effective against undead creatures, but can still be effective against other creatures as well. However, it is not quite as useful against human opponents as it is against monster opponents.
Life
This spell revives a knocked out character, but only restores a small amount of their HP.
Meltdown
This attacks not only causes non-elemental damage Vit 0 (no vitality) status, but lowers its targets defense as well. This is a great spell to use against enemies with an extremely high physical defense.
Meteor
This attacks hits all enemies with a shower of meteorites. It is very powerful, and is effective against just about anything, since it is non-elemental.
Pain
This magic spell attempts to give its target the Poison, Silence, and Blind status effects all at once. For enemies with poor status defense, this is a great spell.
Protect
This spell doubles its targets physical defense, but wears off after a certain amount of time. It is great for long battles, and can be cast to your whole party in one turn with Triple.
Quake
This spell gives Earth damage to all enemies (and slows down your Playstation quite a bit). It is not effective at all against flying creatures or people with Float cast on them. If you encounter an enemy that casts this spell a lot, casting Float at the beginning of the battle would be a good idea.
Reflect
his spell casts a shield on its target that deflects any magic cast on that person back to the caster. If an enemy casts Reflect, never use magic attacks on him. Also, if you encounter a strong magic user, casting Reflect on your party wouldn't be a bad idea (Triple will get it done quickly). If you really need to use magic on an enemy with Reflect, there is a way you can do it. Cast Reflect on yourself, and then cast the magic on yourself. It will bounce off your Reflect shield to the enemy, and will not be reflected back. This can work vice versa as well. If you want to cure your party, but have Reflect casted on yourself, you can cast Cure on the enemy (if it also has Reflect), and it will bounce back and cure you.
Regen
Regen slowly starts to refill its target's HP for the remainder of the battle (unless Dispel is casted). This is very useful for long fights where you want to focus on attacking instead of curing.
Scan
Scan will give a description of its target and tell its HP, level, and weaknesses. This is a good spell to use on creature whose elemental weakness is unclear (Blobras, for example).
Shell
Shell casts a protective barrier on its target that doubles their defense against magical attacks. This is a great attack for boss fights that use a lot of magic, but it does wear off eventually. Use Triple if you want to cast Shell on everyone in the first turn.
Silence
A Silence spell, if successful, casts the Silence status on its target. A character that is silenced cannot use any magic or GF until they are cured of the Silence status. This is a good spell to use on heavy magic users, but doesn't always work.
Sleep
The Sleep spell casts the Sleep status on its victim, but doesn't always work. The Sleep status puts a character into a deep sleep, and he/she will not be able to take another turn until they are cured of the status. This is a great spell for enemies you want to put out of commission for a while, like the T-Rexaur. A useful technique is to junction it to your status attack, so you can attack an enemy and then put them to sleep.
Slow
The Slow spell puts the Slow status on its target, if successful. The Slow status is the opposite of Haste. It causes a character to move very slowly and take turns less often in battle. Use this on enemies so you can attack more than they can.
Stop
The Stop spell is just like the Slow spell, except instead of slowing down its target it stops him from making any turns completely. This rarely works on boss fights, but can be useful to stop your enemies so you can regroup.
Thundaga
This Thunder elemental spell does a large amount of Thunder based damage to an enemy. Thunder magic works well against creatures that have a weakness to it (example: Water based and human enemies). Enemies that have a strong defense against Thunder will not take much damage from it, or even absorb it.
Thundara
This spell is just like Thundaga (see above), but only does moderate damage instead of strong damage. It doesn't junction as well, either.
Thunder
This spell is similar to Thundaga and Thundara (see above), but the weakest of the three. It also junctions the worse.
Tornado
This spell causes Wind based damage to all enemies. This is very useful against multiple creatures who do not have a strong defense against wind. This spells main use, however, is junctioning, as it does it very well.
Triple
This is a very useful spell that allows its target to cast a spell three times in a row in one turn. This is great when you want to give a positive status spell like Shell, Haste, or Protect in one turn. It is also very handy when you need to heal your entire party quickly. If an enemy (like Cerberus) uses this spell on itself, quickly cast Dispel on it to take it away.
Ultima
This is the ultimate magical spell. Not only does it give a very large amount of damage to an enemy, but since it is non-elemental it works against practically any enemy. Not only that, but it junctions better than any spell in the game.
Water
This spell does Water based damage to an enemy. It is useful against fire based creatures, like Bombs, but junctioning is its real strength. Considering how early on you can get this spell, it junctions very well.
Zombie
ZOMBIE: This spell casts the status Zombie on its target, if successful. Zombie takes a character's HP down to 0, but they do not die. Instead, they attack at random on every turn (like Confuse), until they are cured of the Zombie status. Unfortunately, anyone cured of the status gets KOd, since there HP is at 0. If you are against enemies that cast Zombie, make sure you have it in your status defense, as it is a nasty status effect.