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Template:Sideicon RoF MAG Boost Icon Magic+, also known as MAG+, is an ability in the Final Fantasy series that increases the user's Magic stat. It variously increases Magic by a specific amount, or by a percentage of the character's base Magic. At times abilities that boost magic effectiveness have their effects stats by boosting the power of spells instead of basing their benefits on the Magic stat.

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Appearances

Final Fantasy IV

Palom's Bluff ability increases his Intelligence, boosting the damage his magic does. In the Nintendo DS release Bluff doubles Intelligence but wears off after the user casts a spell. It can be taught to any character as an Augment.

Final Fantasy VI

Some Espers grant a permanent increase to Magic when a character equipped with their Magicite levels up. Cait Sith and Maduin grants +1 Magic, while Zona Seeker and Valigarmanda grant +2 Magic.

Final Fantasy VII

The Magic Plus Materia increases Magic by 10% at level one and grows stronger as it levels up, growing to a 50% boost at level five. Magic Plus is found in the Corel Valley Cave.

Crisis Core -Final Fantasy VII-

Materia can be granted boosts to Zack's MAG stat, up to a maximum of +100 MAG on a single Materia. The Support Materia SP Turbo and SP Turbo Magic increase the power of Zack's Magic Materia by 20% for each level of the materia, but Zack will lose SP when casting magic.

Final Fantasy VIII

Mag +20%, Mag +40% and Mag +60% can be learned by Guardian Forces. The Mag Bonus ability grants a character a permanent increase to their Magic by 1 when they level up. GFs can also learn SumMag +10%, SumMag +20%, SumMag +30% and SumMag +40%, each level increasing the damage done by the GF when it is summoned into battle.

Final Fantasy IX

Dagger and Eiko can learn Concentrate, which increases the power of their magic.

Final Fantasy X

Magic +3%, Magic +5%, Magic +10%, and Magic +20% can be customized onto weapons.

Final Fantasy XII

The Magic Lore Augment increases Magick Power by 1 when taken. Spellbreaker doubles the power of offensive spells, powers up curative spells by 50%, and doubles the chances of status spells taking effect, but only when the character is in critical HP. Serenity powers up offensive spells by 20%, curative spells by 50%, and doubles the chances of status spells working, while the character is at full HP.

Lightning Returns: Final Fantasy XIII

Synthesizing magic abilities may result in some abilities acquiring Magic +40, Magic +80, or Magic +150.

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Final Fantasy Tactics

Black Mages can learn the Arcane Strength ability, boosting the power of their spells. Bards can learn Magick Boost, increasing their Magickal Attack by 1 when they are hit with a weapon.

Final Fantasy Type-0

Full Magic casts Freecast, Quick and Trance on the caster. It can be learned by reaching the SP Class of "Battle". It requires all magic stats to be at 60.

Full Magic II casts Freecast, Quick and Trance on all party members. It can be learned by reaching the SP Class of "Battle" and SP Rank of "King" and above. It requires all magic stats to be at 100.

Final Fantasy Crystal Chronicles: Echoes of Time

MAG Boost increases the user's MATK power depending on the level of the MAG Boost ability, while MAG Grow increases the amount that MAG increases by upon leveling up depending on the level of MAG Grow. MAG Boost abilities can be customized onto equipment via Magic Stones, while MAG Grow can be customized from Small Morion and Morion.

Final Fantasy Legend II

The Mana MAGI increases a Robot's HP by 99 when equipped on them. Defense increases the equipped character's Mana by 5 and adds 1 point of Mana to magical damage and to Cure's potency in battle for each MAGI the player possesses.

Bravely Default

Time Mages learn M.Attack 10% Up at job level 2 (requires 1 slot to equip) and M.Attack 30% Up at job level 13 (requires 3 slots). Black Mages learn M.Attack 20% Up at job level 10 (requires 2 slots).

Final Fantasy Dimensions

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Dissidia Final Fantasy and Dissidia 012 Final Fantasy

Various accessories and weapons grant boosts to Damage and Magic Damage by set percentages, as in this game there is no Magic stat and the power of all attacks is governed by the ATK stat.

Theatrhythm Final Fantasy

Magic Up comes in three levels of power, each level granting a larger bonus to Magic, but Lv2 and Lv3 carry a penalty to Strength. Magic Up Lv1 increases Magic by 20, Magic Up Lv2 offers +40 Magic but has a penalty of -20 Strength, and Lv3 increases Magic by 60 with a penalty of -40 Strength. Minwu, Vivi and Shantotto learn all three levels of Magic Up, while Sephiroth learns Lv1 and Lv2 and Terra learns Lv2 and Lv3.

Theatrhythm Final Fantasy Curtain Call

Magic Up (Lv1) is a proactive ability that costs 4 CP to equip. It increases parameters while equipped. It adds 20 to Magic. It is learned by Minwu (level 5), Terra (level 5), Sephiroth (level 15), Vivi (level 5), Garnet (initially), Shantotto (level 5), Hope (level 5), Y'shtola (initially), and Ace (level 25).

Magic Up (Lv2) is a proactive ability that costs 8 CP to equip. It increases parameters while equipped. It adds 40 to Magic, but drops Strength by 20. It is learned by Minwu (level 40), Terra (level 30), Sephiroth (level 50), Vivi (level 45), Garnet (level 50), Shantotto (level 30), Fran (level 35), Hope (level 45), Y'shtola (level 45), Benjamin (level 80), and Ace (level 70).

Magic Up (Lv3) is a proactive ability that costs 14 CP to equip. It increases parameters while equipped. It adds 60 to Magic, but drops Strength by 30. It is learned by Terra (level 55), Sephiroth (level 85), Vivi (level 70), Garnet (level 80), Shantotto (level 60), Y'shtola (level 80), and Orlandeau (level 15).

Pictlogica Final Fantasy

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Final Fantasy Brave Exvius

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