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Special Abilities
Skill Abilities Special Abilities White Magic Black Magic

Few Special Abilities are needing of MP, but most are highly useful. While not inflicting damage themselves, they can be used to enhance other skills and abilities so use them wisely and in plenty.

Ability NameEffectMP Cost
StealSteals an item from target enemy-
UseUse special items and regular items from inventory-
FleeEntire party escapes from battle-
PrayRecovers a small amount HP of all party members-
CheerRaises attack power and physical defence of all allies-
AimHit % of all party members is increased-
FocusMagic power and magic defence of all party members is increased-
ReflexRaises evade rate to all party members-
LuckRaises party members' luck-
JinxDecreases enemies luck-
LancetPlayer absorbs HP and MP of target enemy. NOTE: In the case of Kimahri, he can learn the abilities of the enemy with this command. See Kimahri's Overdrive for more details-
GuardProtects an ally from physical attack of the enemy-
SentinelCharacter guards allies in defensive stance-
Spare ChangeChange Damages the enemy depending the amount of gil you throw-
ThreatenStops the enemy for a certain amount of time12
ProvokeEntice enemy to only attack you4
EntrustThe overdrive gauge of an ally can be given to another character8
CopycatCharacter imitates previous action. NOTE: Does not work on overdrives or summons28
DoublecastIt allows the player to cast two black magic spells concurrentlySame as the cost of each spell cast
BribeThe enemy goes away if you give it certain amount of gil-
Pilfer Gil*Allows you to steal Gil20
Quick Pockets*Can use items with a shorter recovery time70
* Exclusive to the PAL and International Releases


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Final Fantasy Project: 2005-present