Final Fantasy XII: The Zodiac Age - Skills
The technicks, magicks and quickenings that the License Board unlocks. Cost is the License Point price of the board node, and which job can reach a given node depends on that job's section of the board.
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of 24 entries
· updated 2026-09-15
| Name | Type | Description | Tree | Cost | Prerequisite |
|---|---|---|---|---|---|
| Steal | Technick | Attempts to lift an item from the target's loot table without killing it, and the standard way to farm the rare drops that the bazaar recipes need. | Technicks | 20 LP | Technick license, available to several jobs |
| Poach | Technick | Turns a defeated enemy into an item instead of leaving a normal drop, which is the only way to obtain a number of rare monster materials. | Technicks | 30 LP | Technick license |
| Libra | Technick | Reveals the target's HP, elemental weaknesses, level and status vulnerabilities, and it is the cheapest way to find out whether an unfamiliar mark is going to shrug off the party's current element. | Technicks | 20 LP | Technick license |
| First Aid | Technick | A small self-heal that costs no MP, useful on long field runs before the party has a reliable healer or a stock of Potions. | Technicks | 20 LP | Technick license |
| Charge | Technick | Converts the user's HP into MP, which keeps a caster running through long dungeon stretches without Ethers. | Technicks | 30 LP | Technick license |
| Gil Toss | Technick | Throws gold at the enemy for damage that ignores defence and evasion, with the damage scaling off the amount spent. | Technicks | 40 LP | Technick license |
| 1000 Needles | Technick | Deals a flat 1000 damage regardless of defence, which makes it a reliable early answer to armoured marks and a decent chip option against anything with a physical resistance. | Technicks | 40 LP | Technick license |
| Expose | Technick | Lowers the target's defence, stacking with the party's attack buffs. | Technicks | 50 LP | Technick license |
| Shear | Technick | Lowers the target's magick resistance, which is what makes a Black Mage's spells land properly on a boss that otherwise eats them. | Technicks | 50 LP | Technick license |
| Wither | Technick | Reduces the target's attack power, which is the difference between surviving a mark's combo and being flattened by it. | Technicks | 50 LP | Technick license |
| Addle | Technick | Reduces the target's magick power and makes its spells easier to survive, which matters against the late-game enemies that open with elemental nukes rather than physical combos. | Technicks | 50 LP | Technick license |
| Achilles | Technick | Adds an elemental weakness to the target for the rest of the fight, so a party with a strong element can suddenly hit a resistant boss for full damage. | Technicks | 60 LP | Technick license |
| Fire / Fira / Firaga | Magick | The fire spell line, from the basic single-target Fire up to the area Firaga. | Black Magicks | 20 to 50 LP | Black Magicks license, Black Mage or Red Battlemage |
| Thunder / Thundara / Thundaga | Magick | The lightning line, and the answer to the many flying and water-aspected enemies in the Sandsea, the Phon Coast and the Pharos. | Black Magicks | 20 to 50 LP | Black Magicks license |
| Scathe | Magick | The ultimate non-elemental Black Magick, hitting a large area for heavy damage with no elemental resistance to worry about. | Black Magicks | 90 LP | Late License Board node, Black Mage |
| Cure / Cura / Curaga / Curaja | Magick | The healing line, with Curaja restoring the whole party for a large amount. | White Magicks | 20 to 80 LP | White Magicks license |
| Raise / Arise | Magick | Revives a fallen member, with Arise restoring the target to full HP and clearing most status effects. | White Magicks | 30 to 70 LP | White Magicks license |
| Esuna / Esunaga | Magick | Clears status ailments, with Esunaga covering the whole party. | White Magicks | 30 to 60 LP | White Magicks license |
| Haste / Hastega | Magick | Speeds up the target's action gauge, which in a real-time battle system is effectively a damage and healing multiplier for the whole party. | Time Magicks | 30 to 60 LP | Time Magicks license, Time Battlemage |
| Bubble | Magick | Doubles the target's maximum HP for the duration, which turns a fragile caster into someone who can survive one mistake. | Green Magicks | 40 LP | Green Magicks license |
| Reverse | Magick | Inverts damage and healing on the target, so incoming attacks heal instead of hurt. | Arcane Magicks | 60 LP | Arcane Magicks license, Red Battlemage |
| Red Spiral | Quickening | Vaan's first-tier Quickening. Quickenings are performed during a short real-time window and can be chained with other characters' Quickenings into a Mist chain, where each successive hit adds damage and the chain level decides the finisher. | Quickenings | 30 LP | Quickenings license, Vaan |
| White Whorl | Quickening | Vaan's second-tier Quickening, a spinning Mist attack that hits a wider area than Red Spiral. | Quickenings | 50 LP | Quickenings license, Vaan |
| Pyroclasm | Quickening | Vaan's third-tier Quickening, the largest single hit in his Mist kit and the third charge slot for a chain. | Quickenings | 90 LP | Quickenings license, Vaan |
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