Use Timespace spells with the Time Mage's !Timespace command. Most Timespace can be reflected. The exceptions are Comet, Meteor, Quick, and untargetted effects (Speed, Mute, Teleport, and Return).
For brevity's sake, on this page I'm shortening magic defense to MDef, evade rate to evade, magic evade rate to MEvd, and magic power to magic.
The basic damage formula for pretty much everything is Damage = (A - D) * M. It's what goes into A, D, and M that makes things interesting.
Since M acts as a damage multiplier, anything that modifies M modifies final damage. Modifiers to A and D have more complicated effects on final damage because A and D are compared to each other on the way to computing final damage.
Timespace | |||
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MP: 1 | Price: 30 |
Affects combat speed. According to a post by Silktail in the GameFAQs FFV SNES message board that is quoted in Terii Senshi's Algorithms FAQ, casting Speed has the same effect as going into the options menu and setting battle speed to 5, but only affects the current battle. This effect is to provide about two seconds of pause after a character's command window appears, allowing time to leisurely select an action. Casting Speed at battle speed 5 has no effect, and at battle speed 6 it actually decreases the pause time. Speed can be found under Worus Castle long before it's available in stores. |
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MP: 3 | Price: 80 |
Adds Slow status to one enemy or ally. Also removes Haste if successful. Success rate is (95 + user's level - target's level)%. The target has an additional MEvd% chance to avoid it even if a success is determined. |
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MP: 3 | Price: 100 |
Adds Regen status to one ally or enemy. Always hits unless target is immune. |
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MP: 3 | Price: 320 |
Prevents magic from working for the remainder of combat. Doesn't work in certain battles (mostly bosses), but always works otherwise. Blocks all White Magic, Black Magic, Timespace, Summon, Magic Sword, and Sing commands. Bells won't work either. Blue Magic, other enemy skills, and spells cast by weapons still work normally. Has no effect on other magic-like abilities, which oddly enough includes !Call. |
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MP: 5 | Price: 320 |
Adds Haste status to one ally or enemy. Always hits unless target is immune. Also removes Slow. |
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MP: 10 | Price: 300 |
Adds Float status to one or all allies or enemies. Always hits unless target is immune. Levitate can be found in {Surgate} Castle long before it's available in stores. |
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MP: 9 | Price: 620 |
Removes 1/2 of current HP from one enemy or ally. Always fails on Heavy targets. Success rate is (99 + user's level - target's level)%. The target has an additional MEvd% chance to avoid it even if a success is determined. |
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MP: 8 | Price: 580 |
Adds Stop status to one enemy or ally. Success rate is (90 + user's level - target's level)%. The target has an additional MEvd% chance to avoid it even if a success is determined. |
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MP: 15 | Price: 600 |
Escapes combat (in battle). Returns the party to the world map (in the field). The first use is nothing you haven't seen before, but the second is an invaluable timesaver. |
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MP: 7 | Price: 3000 |
Random damage to one enemy or ally. Always hits. A = Random(50,200), D = MDef, M = 8. In other words, damage is always in the range 400 to 1600 versus 0 MDef. |
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MP: 9 | Price: 3000 |
Adds Slow status to all enemies or allies. Also removes Haste on success. Success rate is (80 + user's level - target's level)%. Each target has an additional MEvd% chance to avoid it even if a success is determined. |
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MP: 1 | Price: 3000 |
Restarts the current battle. Everything reverts to its previous state. Useful if things are going poorly, but moreso when trying to steal rare items. If you get the common one, just cast Return and try again. |
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MP: 18 | Price: 6000 |
Removes 7/8 of current HP from one enemy or ally. Always fails on Heavy targets. Success rate is (99 + user's level - target's level)%. The target has an additional MEvd% chance to avoid it even if a success is determined. |
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MP: 18 | Price: 6000 |
Adds Haste status to all allies or enemies. Always hits unless target is immune. Also removes Slow. |
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MP: 4 | Price: 6000 |
Adds Old status to one enemy or ally. Success rate is (90 + user's level - target's level)%. The target has an additional MEvd% chance to avoid it even if a success is determined. |
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MP: 42 | Price: n/a |
Random damage to random (enemy) targets. Hits four times. Always hits. A = Random(50,200), D = MDef, M = 14. In other words, damage for each hit is always in the range 700 to 2800 versus 0 MDef. Meteor can't be bought. It must be won in the {ocean trench}. |
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MP: 77 | Price: 10,000 |
The caster gets two more turns immediately. Time stops for everyone else. Always works unless cast while already in effect. Casting Quick seems to have an effect comparable to setting Stop status on all other combatants until the two extra turns are complete. This causes some odd behavior when combined with status effects. Any status effects effects on the caster that wear off over time (Silence, Paralyze, Stop, Reflect, and HP Leak) will do so normally, but will not expire on any other combatants. Damage from Poison status and recovery from Regen status continue to work on the caster, and only the caster. HP Leak works differently and contunues to take effect on anyone with the status. This leads to some interesting possibilities for abuse. A character with HP Leak or Regen can cast Quick, then just sit there and wait for HP Leak to wear off or Regen to heal as desired. HP Leak not wearing off from other combatants takes the the exploit prize, though. Cast Bio to HP Leak your opponents (nothing is immune!), then Quick before it wears off. Wait. The enemy will eventually die of it. Now that's just mean. |
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MP: 20 | Price: 10,000 |
According to numerous Japanese sites, デジョン is believed to be short for ディメンション = "dimension". Eliminates one enemy or ally. Always fails on Heavy targets, but ignores instant death immunity. Success rate is (50 + user's level - target's level)%. The target has an additional MEvd% chance to avoid it even if a success is determined. |
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