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  • MP (stat)
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  • Not every game has MP. Final Fantasy (the original version for the NES, WonderSwan remake, and Origins releases only) and Final Fantasy III feature a "Charge" system, in which characters equip spells purchased at a shop. There are eight "levels" of spells, and each level can only be used a certain number of times. Each character can only equip a certain amount of spells per level. Final Fantasy VIII utilizes a draw system, in which spells must be stocked. Casting a spell uses up one stock of that spell. A few games, including Final Fantasy XIII and Dissidia Final Fantasy, have no MP system, and as such magic spells can be cast at no cost.
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dbkwik:final-fantasy/property/wikiPageUsesTemplate
dbkwik:finalfantasy/property/wikiPageUsesTemplate
abstract
  • Not every game has MP. Final Fantasy (the original version for the NES, WonderSwan remake, and Origins releases only) and Final Fantasy III feature a "Charge" system, in which characters equip spells purchased at a shop. There are eight "levels" of spells, and each level can only be used a certain number of times. Each character can only equip a certain amount of spells per level. Final Fantasy VIII utilizes a draw system, in which spells must be stocked. Casting a spell uses up one stock of that spell. A few games, including Final Fantasy XIII and Dissidia Final Fantasy, have no MP system, and as such magic spells can be cast at no cost. Various abilities and equipment can alter how MP is consumed. The Gold Hairpin, for example, often halves the MP cost of spells. In Final Fantasy VII, the MP Turbo Support Materia increases the strength of a spell or Summon by increasing the MP cost of the spell in return. Abilities can be used to increase maximum MP by certain percentages as well. The One MP Cost ability cuts MP cost down to one, and the No MP Cost ability eradicates the need of MP altogether. The traditional cap for MP is 999, but in some games it can be boosted to 9,999 with the Break MP Limit ability. MP is traditionally replenished with Ethers, of which stronger variants may exist depending on each game. Magic costs also apply to magically-inclined enemies. When an enemy's magic reserves are depleted, they can no longer cast spells or use enemy abilities that require MP. Some enemies will automatically be defeated when they run out of MP or when the part depleted the enemy's MP by using magic-damaging skills. Magic Hammer, Rasp, and Osmose are spells that traditionally reduce only the unit's MP rather than HP.
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