You lose access to Flee and literally everything inside except the Ogres in the Airship Dock are LV 30. This is the page about the ability Matra Magic from Final Fantasy IX (FF9, FFIX). It you want to instantly kill anything that's not a boss, it will do the job. None of them seemed to go in depth to their possible utility or a rating system.By far Quina's most normal attacking spell and source of most consistent damage unless Frog Drop is powered up.

I don't think so; FF13 - I also don't recall blue magic.

With only a 30% base accuracy and being useless on bosses including Earth Guardian, the viability of Frost is questionable.

Blue Magic Availability.

For Final Fantasy IX on the PlayStation, a GameFAQs message board topic titled "Matra Magic". Quina can learn this from several monsters the instant you can recruit into the party. So when you first are able to learn Mighty Guard the buffs barely last 30 seconds, and Quina will have no MP to do anything else.Essentially Strago has the opposite situation that Blue Magic does in FF5 and FF7 where everyone can use it in the party all at once.

Incredibly strong against Ozma when powered up as Mini status from Curse will be ignored since the damage is fixed.

Try this out on different magic-centric bosses to see what crazy results come out.

But using turns to keep Earth Guardian Sleep Locked with Night, trying to one shot him with Roulette, or using Limit Glove (with Auto-Reflect and Auto-Float) would probably do a better job in getting through the fight.I decided to write up this FF9 Blue Magic report cause pretty much all the other guides I could find for Blue Magic in FF9 only list where you can learn the spells, their effect, or what the animation looks like.

No, Zidane's Protect Girls ability will not work on Quina.Man, I'm not sure what to say about this one. This spell is the main reason you'd want to even equip Half MP on Quina late game as the other BLU spells cost about 20 MP at the most. The spells in FF5 and FF7 were super strong and you had access to them through pretty much the entire game. But here it only heals 1/3 of Quina's max HP. One of the Lores, Rippler, could even make you lose Interceptor forever did the wrong thing. What's funny is that in speedruns, the most usefulness he gets out of his Overdrive is that he's able to fill up the bar instantly when he learns a new Ronso Rage and then the runner uses Entrust to give that to another character.I rate this an 7 cause it's usable in a lot of situations that most of Quina's other spells wouldn't work in and there's only 1 other option for an earth attack, but the damage is still a bit lackluster. Magic Hammer can be pretty fun to mess around with.Luckily you can first learn LV5 Death right before it's by far the most valuable in Desert Palace. The enemy can taste bad and be killed or can taste good, teach Quina a new spell and then be killed.

All of these abilities for the reasons listed in OP are great for casual and speedrun playthroughs.When you first learn LV4 Holy it can put in work against pairs of Seeker Bats in Fossil Roo, Griffins and Zaghnols on the Outer Continent (Griffin are also in Fossil Roo), or Zemzeletts in the Dead Forest, but 1000 Needles is vastly cheaper to cast and will usually deal about as much damage unless Quina is overleveled.

Due to this, LV5 Death can one shot every encounter until Valia Pira effortlessly as long as Quina's MP holds up.Can't really rate this one any higher cause the base accuracy is so awful at 20%.

The 64 MP cost is so bloody high it's comparable to endgame Eidolons.