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.
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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