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Shell (シェル, Sheru?) is a recurring spell generally classified as White Magic. It appears in various games in the Final Fantasy series and bestows the status effect of the same name, which halves all magic damage dealt to the target, often including both offensive and curative spells. Some games include the more effective Shellga spell.
Envelops target in magic, raising magic defense.
Shell is a White Magic spell which increases the Magic Evade of one or all allies, which reduces the success rate of spells and enemy attacks. As the spell's level grows, the spell's effectiveness and success rate increases. The effect can stack, but repeated use on the same unit(s) increases the chance the spell will miss. Any character can learn Shell by having them use the Shell Tome (called the Shell Scroll in the Origins release).
|Effect||Allows the target to learn Shell when used outside of battle. Casts Shell VIII on all allies when used in battle.|
|Buy||Paloom, Poft, Mysidia, Machanon|
|Cost||400 gil (Origins)|
|300 gil (Dawn of Souls, 20th Anniversary Edition)|
Reduces magic damage received.
Shell is a White Magic spell. It has a casting time of 0, costs 10 MP with a 66% Accuracy. Shell is learned by Rosa at level 20 and Porom at level 29. Tellah learns it after completing Mount Ordeals; Fusoya joins the party with it. Cecil learns it as a Paladin at level 33 in the 3D version. Shell can be cast on either a single target or an entire party; this has no impact on its effectiveness. This spell can fail frequently when cast by a character with a low Spirit stat.
The spell is not learnable on on the SNES North American and Easy Type version. This spell is still used by Zemus's Malice, but the white magic icon has been removed from its name.
The spell functions differently in the 3D releases. In the 2D releases, Shell boosts its target's Magic Defense stat by 3 points, to a maximum of 255, for the duration of the battle. The spell will automatically fail if its target's Magic Defense is at 255, and during the final battle with Zeromus it is programmed not to work at all. In the DS release, Shell bestows the status of the same name as in most other games, halving Magic Damage that the party receives, and works properly in the final battle. It can also only be cast once. Its MP cost has been boosted to 15.
Shell is a spell that can be used only by the White Mage job. It is a White Magic Level 4 spell and it can be bought for 3,000 gil at Regole, Castle of Bal, Quelb, and Castle Surgate. It costs 5 MP to cast. It is one of the spells that can be cast from the Wonder Wand for free.
Places a magical shield around the target that boosts magic defense.
Shell is an Effect spell the espers Alexander, Zona Seeker, Carbuncle, and Unicorn can teach to characters. It costs 15 MP to cast and is vulnerable to Runic. Shell can be cast by Level 70 Magic, Cherry, Moebius, Gilgamesh, and Kaiser Dragon.
Reduce magic damage temporarily
Shell is a Support Magic spell that can be refined from items using GF Diablos's Support Magic Refinement ability, as well as drawn from enemies. Casting Shell in battle increases compatibility with Carbuncle by 1, and with Cerberus by 0.2, but lowers compatibility with Diablos and Eden by 0.2 as well.
|Draw from||Level 1-100: BGH251F2, Blobra, Gesper, Granaldo, Hexadragon, Iron Giant, Minotaur, NORG, Raijin, Righty, Sacred, SAM08G, Wedge*Second encounter|
Level 20-100: Adamantoise, Armadodo
|Draw points||Galbadia Garden, Fishermans Horizon, Ultimecia Castle - Art Gallery|
|Refine||Supt Mag-RF: Shell Stone x1 = Shell x1; Barrier x1 = Shell x40; Rune Armlet x1 = Shell x40; Moon Curtain x1 = Shell x100|
|No effect||All elements: +0.20%||No effect||No effect|
Reduces damage from magic attacks.
Dagger and Eiko can use the White Magic spell Shell for 6 MP. It can be reflected and works with Return Magic. It is learned for 35 AP from Multina Racket, Mythril Racket, Mythril Rod, Wizard Rod, Cotton Robe, Gold Choker, and Moonstone. Shell can be cast by Serpion and Necron.
Shell is a White Magic spell located on Yuna's section of the Sphere Grid although all characters can learn this spell. This spell halves magical damage, and costs 10 MP to cast. Shell can be cast by Cindy, Guado Guardian (B), Seymour, and Th'uban.
Shell is a White Magic spell learned by the White Mage dressphere for 30 AP that costs 10 MP to cast. It can be used without the White Mage dressphere when equipped with Selene Guard Garment Grid. Shell can be cast by Garik Ronso, Node A, Node B, Node C, Right Bulwark, Seymour (Fiend Arena), and Unum.
Shell is a spell that can be learned by Red Mages, White Mages, Scholars, and Paladins, though because it is such a low-level spell it can be used by many characters with any of these jobs as a Support Job. It is the earliest in a line of spells that go up to Shell V. Shell applies approximately 10% reduction of magical damage.
The character is enveloped in a magick field, increasing magick resist and reducing magick damage taken. The effect is temporary.
In the original version Shell is a Green Magick spell. It can be used when its license, Green Magick 2, is learned for 30 LP, and can be bought in Rabanastre, and Bhujerba for 300 gil. Shellga can also be learned, which casts Shells effect on the nearby party members as well. It requires the license Green Magic 7 for 105 LP; it can be bought at Balfonheim for 9,900 gil.
In the Zodiac versions, Shell is listed as White Magick 3 License, along with Protect. It can be bought from Bhujerba onwards, and can be used by the job classes White Mage and Red Battlemage. It is also found in a Diamond Armlet treasure in Trial Mode Stage 27.
Raise target's magic resistance.
Shell is a Synergist ability that increases the magic resistance of any ally by 33%. It is learned by four characters by advancing in the Synergist role in the Crystarium system at varying levels: Hope (Lv2), Snow (Lv7), Lightning (Lv8), and Sazh (Lv9).
Though Lightning cannot use Shell as a spell, it can be used by Angel of Valhalla after he's at bond level 2. It can also be used by some enemies.
This spell was featured as a conjurer ability but after the 1.31 patch it was removed as an ability along with many other spells. The Conjurer trait Proshell adds a resistance to magic effect to Protect, similar to Shell.
White Magick that conjures up invisible, mystical veil to protect the body from magick.
Silent light, shield from evil! Shell!
Shell can be used through the White Mage job it cost 70 JP to learn it. It costs 6 MP to use and has a speed of 25. It casts Shell in a standard cross-shaped area.
Envelops target in holy veil. Raises magic res.
Shell can be used through the White Mage. It costs 100 AP to master it, 6 MP to cast, and has a range of 4 with a vertical reach of 2. It casts Shell in standard cross-shaped area. It can be stolen through the ability Steal: Ability.
Shell can be taught to a Green Mage by the War Hammer for 150 AP, and costs 8 MP to cast. Red Mages can also learn Shell through the Mage Masher. White Mages, however, cannot cast Shell as in the previous game.
Shell is a level 10 Protection spell, exclusive to the White Mage class, and caps at level 100. It increases allies' Magic Defense, can be used once per battle, and up to three times a day.
Despite being called Shell, the spell actually works like the Protect spell. The spell raises one character's Defense level by 10 during battle. It cost 8 MP to use, and it can be bought for 400 GP in Dharm (Present).
Shell is a White Magic spell and costs 2 AP to cast. When the spell is used it increases a characters magic defense by 50%. Shell can be given to any character by having a Shell Tome in the character's inventory. The spell can be purchased for 1,000 gil in Guera and Urbeth at night, and in Horne after the player defeats Satan.
Shell is a White Magic ability with a Rarity of ☆. It can be cast on one target, doubling Resistance, it can initially be used four times and it can be honed to Rank 5. It can be created by using Minor White Orb x3, Minor Earth Orb x3, Minor Holy Orb x3 and 1000 gil.
Increase the magical defense of allies within range of you.
MBarrier is a Lv. 4 spell that costs 3 SP to cast and protects Chocobo temporarily from magic damage.
Ovelia's card can use M. Barrier. For the discard of another Ovelia card and Dulling Ovelia, M. Barrier grants the Haste and Brave effects to all the player's other Forwards, and allows them to attack an additional time that turn.