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In the Garden, Balamb Garden, the lion talks to walls~~! (Final Fantasy VIII Revisions)

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uyimbube, uyimbube, uyimbube, uyimbube, uyimbube, uyimbube~~!

Anyhow, here's a rework of sorts for one of my favorites, Final Fantasy VIII. All details can be seen in the following Sandbox. But to elaborate:

  • Only Power and Abilities. I do have some stuff for stats, but will be addressed later on.
  • It mostly builds up from what's already done currently by @AlphaOmegaV1 and @Blackcurrant91.
  • Nothing really crazy here, unlike my previous nonsense, except for a couple of things that may be debatable (pointed below).
  • Mostly covers the missing stuff from the games and uses the game lore to expand on justifications on existing abilities and classify thing.
  • No verse powers or anything, the names are simply how sections will be addressed in the profiles.
  • Here's a mock profile draft with how the changes would look as a reference.

Here's a summarized breakdown of the additions

SeeD Training

Abilities:
  • Superhuman Physical Characteristics, Martial Arts, Stealth Mastery and Weapon Mastery
  • Acrobatics (Hypermobility and All-Terrain Mobility)
  • Enhanced Senses
  • Vehicular Mastery
  • Chi Manipulation, Energy Manipulation, Absorption, Sealing and Limited Para-Magic
  • Fissionism
  • Awakened Power and Empowerment
  • Non-Physical Interaction
  • Regeneration Negation (Low-Godly)
  • Immortality Negation (Type 2, 5, 6, 7 and 8)
Resistances
  • Heat Manipulation
  • Minor Ice Manipulation
  • Absolute Zero
  • Durability Negation (Via Internal Damage)
  • Hellfire Manipulation and Spatial Manipulation
  • Space-Time Manipulation
  • Matter Manipulation (Sub-Atomic), Radiation Manipulation and Heat Manipulation
  • Madness Manipulation (Type 3)

Abilities:
  • Subjective Reality, Empathic Manipulation (Self) and Memory Manipulation (Self)
  • Acausality (Types 1, 2 and 4)
  • Time Travel (Time Compression only)
Resistances:
  • Space-Time Manipulation, Reality Warping, Law Manipulation, Physics Manipulation, Biological Manipulation, Soul Manipulation, Void Manipulation and Illusion Creation
  • Mind Manipulation, Memory Manipulation, Sense Manipulation, Absorption (Biological, Soul and Power) and Existence Erasure
  • Madness Manipulation (Type 3)

Junction

Abilities:
  • Fusionism, Power Bestowal, Statistics Amplification and Enhanced Energy Manipulation
  • Power Modification
  • Memory Manipulation (Weakness)

  • Transmutation
  • Death Manipulation
  • Empathic Manipulation, Instinctive Action, Damage Reduction (Physical) via Forcefield Creation and Time Manipulation (Acceleration)
  • Damage Reduction and Power Nullification
  • Statistics Reduction and Power Nullification (Removal)
  • Statistics Amplification and Power Bestowal
  • Purification (Types 2 and 3)
  • Healing
  • Resurrection
  • Absorption (Biological), potential Healing and Statistics Amplification
  • Self-Destruction

Abilities
  • Statistics Amplification (HP, Strength, Defense, Magic, Spirit, Speed, Evasion, Hit and Luck)
  • Supernatural Luck
  • Elemental Manipulation and Damage Boost (Fire, Ice, Lightning, Earth, Wind, Water, Holy and Poison)
  • Status Effect Inducement and Damage Boost ( Death, Poison, Petrify, Darkness, Silence, Berserk, Zombie, Sleep, Slow, Stop, Curse and Confuse)
  • Absorption (Life)

Resistances
  • Elemental Manipulation -> Up to Invulnerability and Absorption of (Fire, Magma, Ice, Lightning, Earth, Wind, Water, Holy and Poison)
  • Status Effect Inducement (The ones detailed below)
  • Death Manipulation
  • Poison Manipulation, Acid Manipulation and Corrosion Inducement
  • Petrification
  • Sense Manipulation (Sight) via Darkness Manipulation
  • Sense Manipulation (Voice) and Power Nullification (Spiritual, Magical, Mental and Energy)
  • Madness Manipulation (Type 2) and Empathic Manipulation
  • Necromancy and Biological Manipulation
  • Sleep Manipulation
  • Time Manipulation (Slowdown)
  • Time Stop
  • Curse Manipulation and Power Nullification (Spiritual, Magical and Energy)
  • Madness Manipulation (Type 2)
  • Absorption (Life)
  • Sound Manipulation

  • Statistics Amplification (HP, Strength, Defense, Magic, Spirit, Speed, Evasion and Luck)
  • Accelerated Development (Leveling - Statistics)
  • Power Modification
  • Instinctive Action
  • Damage Transferal (Passive)
  • Healing (Passive)
  • Passive Time Manipulation (Acceleration), Damage Reduction (Physical and Magical) via Forcefield Creation and/or Attack Reflection

  • Enhanced Senses
  • Stealth Mastery
  • Supernatural Luck

  • Social Influencing (Negotiation)
  • Transmutation

Para-Magic

  • Energy Manipulation and Magic
  • Homing Attack

  • Fire Manipulation and Explosion Manipulation
  • Ice Manipulation
  • Electricity Manipulation
  • Water Manipulation
  • Air Manipulation
  • Earth Manipulation
  • Gravity Manipulation
  • Light Manipulation and Holy Manipulation
  • Pocket Reality Manipulation and Telekinesis
  • Explosion Manipulation, Radiation Manipulation and Heat Manipulation
  • Matter Manipulation (Sub-Atomic and Macro-Quantum)
  • Durability Negation (Via Internal Damage)

  • Poison Manipulation
  • Darkness Manipulation and Sense Manipulation (Sight)
  • Sense Manipulation (Voice) and Power Nullification (Spiritual Magical, Mental and Energy)
  • Necromancy, Biological Manipulation, Statistics Amplification (Defense), Resistance to Death Manipulation and Absorption (Life), Weakness to Holy Manipulation, Healing and Resurrection
  • Death Manipulation
  • Madness Manipulation (Type 2)
  • Sleep Manipulation via Sound Manipulation
  • Empathic Manipulation, Empowerment, Instinctive Action and Madness Manipulation (Type 2)
  • Petrification
  • Curse Manipulation, Poison Manipulation, Sense Manipulation (Sight and Voice) and Power Nullification (Spiritual, Magical and Energy)
  • Time Manipulation (Slowdown)
  • Time Stop
  • Statistics Reduction
  • Absorption (Life)
  • Power Nullification (Augmentation)

  • Light Manipulation and Healing
  • Regeneration (Mid)
  • Resurrection
  • Purification (Types 2 and 3)
  • Damage Reduction (Physical and/or Magical) via Forcefield Creation
  • Attack Reflection via Forcefield Creation
  • Awakened Power
  • Time Manipulation (Acceleration)
  • Power Modification
  • Flight (Levitation)

Guardian Forces

  • Summoning
  • Pocket Reality Manipulation
  • Reflection Negation
  • Damage Transferal (Passive)
  • Statistics Amplification (Life Force and Power)
  • Damage Boost
  • Accelerated Development (Affinity and Level)

  • Electricity Manipulation
  • Absolute Zero
  • Hellfire Manipulation and Spatial Manipulation
  • Sound Manipulation, Sense Manipulation (Voice) and Power Nullification
  • Earth Manipulation
  • Space Time Manipulation and Gravity Manipulation
  • Light Manipulation and Attack Reflection
  • Water Manipulation and BFR
  • Air Manipulation
  • Power Modification
  • Light Manipulation and Holy Manipulation
  • Status Effect Inducement
  • Matter Manipulation (Sub-Atomic), Heat Manipulation, Radiation Manipulation, Explosion Manipulation and Durability Negation
  • Danmaku
  • Minor Weapon Mastery
  • Magic, Energy Projection, Explosion Manipulation and Durability Negation

  • Death Manipulation
  • Weapon Mastery
  • Fire Manipulation and Resurrection
  • Animal Manipulation
  • Martial Arts
  • Healing

Items

  • Healing
  • Resurrection
  • Purification (Types 2 and 3)

  • Death Manipulation
  • Holy Manipulation
  • Matter Manipulation (Sub-Atomic), Radiation Manipulation, Heat Manipulation and Explosion Manipulation
  • Pocket Reality Manipulation and Telekinesis

  • Awakened Power
  • Invulnerability
  • Damage Reduction (Physical and Magical) via Forcefield Creation

  • (See the Non-Junctionable Guardian Forces)

  • Healing
  • Resurrection
  • Power Nullification
  • Power Bestowal
  • Empowerment
  • Statistics Amplification

Individual Abilities

General:
  • Weapon Mastery and Enhanced Senses
  • Explosion Manipulation and Damage Boost
  • Acrobatics (Hypermobility, All-Terrain Mobility and Self-Momentum)
  • Vehicular Mastery
  • Social Influencing (Leadership and Charisma)
Limit Breaks:
  • Enhanced Energy Manipulation, Explosion Manipulation and Damage Boost
  • Energy Manipulation
  • Vibration Manipulation (Shockwaves)
  • Chi Manipulation and Energy Projection
  • Light Manipulation and Fire Manipulation

General:
  • Weapon Mastery
  • Social Influencing (Charisma and Minor Leadership)
Limit Breaks:
  • Power Bestowal (Self) and Empowerment
  • Light Manipulation
  • Sound Manipulation
  • Electricity Manipulation
  • Death Manipulation
  • BFR (Dimensional)
  • Water Manipulation
  • Danmaku
  • Fire Manipulation
  • Status Effect Inducement
  • Healing
  • Damage Reduction via Forcefield Creation, Regeneration (Mid), Time Manipulation (Acceleration), Flight (Levitation) and Awakened Power
  • Light Manipulation and Explosion Manipulation
  • Pocket Reality Manipulation, Matter Manipulation (Sub-Atomic), Explosion Manipulation, Heat Manipulation and Radiation Manipulation

General:
  • Martial Arts
  • Acrobatics (Hypermobility and Self-Momentum)
Limit Breaks:
  • Martial Arts, Damage Boost and Energy Manipulation
  • Minor Illusion Creation and Water Manipulation
  • Explosion Manipulation and Vibration Manipulation (Shockwaves)

General:
  • Weapon Mastery
Limit Breaks:
  • Para-Magic, Power Modification and Empowerment
  • Healing and Purification (Types 2 and 3)
  • Damage Reduction via Forcefield Creation
  • BFR
  • Pocket Reality Manipulation, Death Manipulation and Resistance Negation

General:
  • Weapon Mastery and Marksmanship
  • Blessed
  • Aura (Explosive; Non-Combat Applicable)
  • Immortality (Types 1, 2 and 8)
  • Animal Manipulation
  • Energy Manipulation
  • Healing
  • Resurrection
  • Enhanced Senses
Limit Break (Combine):
  • Animal Manipulation
  • Explosion Manipulation
  • Acrobatics (Hypermobility and Self-Momentum)
  • Invulnerability
  • Spatial Manipulation and Vibration Manipulation
Limit Break (Angel Wing)
  • Magic (True Magic)
  • Flight
Resistances in Limit Break:
  • Empathic Manipulation
  • Madness Manipulation (Type 2)
  • Sense Manipulation (Voice) and Power Nullification (Spiritual, Magical, Mental and Energy)

General:
  • Marksmanship
Limit Breaks:
  • Awakened Power and Enhanced Senses
  • Danmaku
  • Poison Manipulation and Status Effect Inducement
  • Fire Manipulation and Explosion Manipulation
  • Light Manipulation and Durability Negation
  • Energy Projection

General:
  • Weapon Mastery and Enhanced Senses
  • Explosion Manipulation and Damage Boost
  • Awakened Power and Empowerment
Limit Breaks:
  • Fire Manipulation and Explosion Manipulation
  • Vibration Manipulation (Shockwaves)
  • Air Manipulation
  • Fire Manipulation, Portal Creation and possibly Unholy Manipulation
Para-Magic:
  • Magic
  • Fire Manipulation, Explosion Manipulation and Durability Negation (Via Internal Damage)
  • Explosion Manipulation, Radiation Manipulation and Heat Manipulation
  • Matter Manipulation (Sub-Atomic and Macro-Quantum)
Items:
  • Healing
  • Purification (Types 2 and 3)

General:
  • Blessed
  • Magic (True Magic)
  • Immortality (Types 1, 2 and 8)
  • Acrobatics (Hypermobility)
  • Bodily Weaponry (Conventional)
  • Telekinesis and Body Puppetry
  • Empathic Manipulation and Mind Manipulation
  • Forcefield Creation
  • Spatial Manipulation, Portal Creation and Intangibility
  • Energy Projection
  • Life Manipulation
Individual Spells:
  • Fire Manipulation, Explosion Manipulation and Durability Negation (Via Internal Damage)
  • Ice Manipulation
  • Electricity Manipulation
  • Damage Reduction (Physical and Magical) via Forcefield Creation
  • Power Nullification (Augmentation)
  • Death Manipulation: *Death Manipulation
  • Time Manipulation (Slowdown)
  • Sense Manipulation (Voice) and Power Nullification (Spiritual Magical, Mental and Energy)
  • Attack Reflection via Forcefield Creation
  • Curse Manipulation and Power Nullification (Spiritual, Magical and Energy)
  • Matter Manipulation (Macro-Quantum)
Limit Break:
  • Ice Manipulation

General:
  • Power Bestowal and Blessed
  • Magic (True Magic)
  • Immortality (Types 1, 2 and 8)
  • Flight (Levitation)
  • Subjective Reality and Summoning
  • Fusionism
  • Creation and Statistics Amplification
  • Fissionism and Power Nullification
  • Life Manipulation, Transmutation, Biological Manipulation and Corruption (Type 2)
Edea:
  • Acrobatics (Hypermobility)
  • Bodily Weaponry (Conventional)
  • Telekinesis and Body Puppetry
  • Empathic Manipulation and Mind Manipulation
  • Forcefield Creation
  • Spatial Manipulation, Portal Creation and Intangibility
  • Energy Projection
  • Death Manipulation
  • Time Manipulation (Slowdown)
  • Sense Manipulation (Voice) and Power Nullification (Spiritual Magical, Mental and Energy)
  • Attack Reflection via Forcefield Creation
Individual Spells:
  • Fire Manipulation and Explosion Manipulation
  • Ice Manipulation
  • Electricity Manipulation
  • Air Manipulation
  • Earth Manipulation
  • Light Manipulation and Holy Manipulation
  • Pocket Reality Manipulation and Telekinesis
  • Explosion Manipulation, Radiation Manipulation and Heat Manipulation
  • Life Manipulation
  • Matter Manipulation (Sub-Atomic and Macro-Quantum)
  • Durability Negation (Via Internal Damage)
  • Thread Manipulation
  • Curse Manipulation and Power Nullification (Spiritual, Magical and Energy)
  • Poison Manipulation
  • Time Stop
  • Statistics Reduction
  • Power Nullification (Augmentation)
  • Power Modification
Junction Machine Ellone:
  • Limited Time Travel
  • Fusionism, Telepathy, Mind Manipulation and Possession
Time Compression:
  • Space-Time Manipulation, Reality Warping, Law Manipulation, Physics Manipulation, Biological Manipulation, Soul Manipulation, Void Manipulation and Illusion Creation
  • Mind Manipulation, Memory Manipulation, Sense Manipulation, Absorption (Biological, Soul and Power) and Existence Erasure
  • Madness Manipulation (Type 3)
  • Acausality (Types 1, 2 and 4)
  • Time Travel
  • Transformation
Griever:
  • Superhuman Physical Characteristics, Abstract Existence (Type 1 - Idea) and Empowerment
  • Self-Sustenance (Types 1, 2 and 3)
  • Non-Physical Interaction
  • Pocket Reality Manipulation
  • Flight (True Flight)
  • Bodily Weaponry (Conventional and Unconventional)
  • Chi Manipulation, Energy Manipulation, Absorption, Sealing and Para-Magic
  • Death Manipulation
  • Matter Manipulation (Sub-Atomic), Explosion Manipulation, Radiation Manipulation and Heat Manipulation
  • Gravity Manipulation
  • Curse Manipulation, Poison Manipulation, Sense Manipulation (Sight and Voice) and Power Nullification (Spiritual, Magical and Energy)
  • Power Modification
  • Fissionism and Power Nullification

Now for the more controversial bit: Conceptual Manipulation and Reality Warping for Magic (the one used by Sorcerecess) and Para-Magic (the emulation used by the party):

Magic
Para-Magic:
 
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Conceptual Manipulation (Type 2) and Reality Warping: All Magic shares the same essence, as it all has its origin in the god Hyne, the first Sorcerer and the one who bestowed his power to humanity, who would pass it down and share it among Sorceresses through a process called Embodiment. Magic allows to interact with abstract ideas and materialize them into reality, but in a way that what is brought to life remains connected to its ideational roots. For instance, Sorceress Ultimecia could use her sorcery to take what Squall envisioned as the strongest being and bring it into reality as the Guardian Force Griever. This creature remained deeply connected to Squall, its figure and appearance based on the lions Squall deeply admired and the symbol he proudly wore, and as Squall idea of what the most powerful creature is, the stronger Squall believed Griever to be, the more powerful it would actually become. Additionally, Ultimecia could interact and modify this idea, as, when Griever was defeated, she could junction herself to it and grant it her magical power.
This is subjective reality, not conceptual manipulation.
 
This is not necessary since you already have a statement from FFVIII
Ah, righto. I can remove the rest to make it a bit more clean on the Flare and Ultima entries.
looks great, nice work as always
Thanks, dude.
You already know I agree with this so...
Aye, let's see how it goes.
This is subjective reality, not conceptual manipulation.
That actually was my initial stance on it (you can actually see it in the sandbox itself).

Normally it just would be that, given it's just turning an idea into something real, but what I thought made this a different case was the nature of Griever. If it had been simply a case of Ultimecia taking Squall's idea of Griever and turning it into a regular Guardian Force (that is, an energy being), it wouldn't go further than that. But Griever is unique in the sense that it explicitly represents what Squall's believes is the strongest creature and remains connected to this idea in Squall's mind, so if the idea itself in Squall changes, Griever changes too (hence the bit of dialogue where Ultimecia states "the more powerful you believe it is, the more powerful it will become"). So my idea is that Griever is openly an abstraction, an idea as his enemy scan says, that embodies power or strength and that was brought into reality and is still dependant of that which is embodiyng (the idea of power) being altered if that idea were to change.
 
I agree, excellent work.

AlphaOmegaV1 and TartaChocolate are gonna take Final Fantasy to the promised land.
Thanks, dude! Doing our best here. Also, let's not forget Glass's and the other's work for the entries from 1 to 6.
Yoooo I'm glad FF8's getting love here,
Right? Right? I mean, I could make a list of the things VIII could have done better, but I still can't help but love the everloving crap out of that game.
still got my PS1 copy (Damn Disc 3 crashed as I was getting back from the space station) agree with the stuff here
That happened quite a bit with the PSX releases, didn't it? My original copy also crashed on disc 3 on the fight with with Seifer at the very end, so I couldn't get to go to the final boss until I got the Remaster for Switch in 2019, when I finished the game at last (which was nothing short of chathartic when watching that ending cutscene)
 
Normally it just would be that, given it's just turning an idea into something real, but what I thought made this a different case was the nature of Griever. If it had been simply a case of Ultimecia taking Squall's idea of Griever and turning it into a regular Guardian Force (that is, an energy being), it wouldn't go further than that. But Griever is unique in the sense that it explicitly represents what Squall's believes is the strongest creature and remains connected to this idea in Squall's mind, so if the idea itself in Squall changes, Griever changes too (hence the bit of dialogue where Ultimecia states "the more powerful you believe it is, the more powerful it will become"). So my idea is that Griever is openly an abstraction, an idea as his enemy scan says, that embodies power or strength and that was brought into reality and is still dependant of that which is embodiyng (the idea of power) being altered if that idea were to change.
That wouldn't give her conceptual manipulation though. She's not even manipulating the concept, just giving form to an idea in Squall's mind

Even if it did, this shouldn't apply to all magic users. Having a similar source to Ultimecia's magic isn't enough evidence that they have the same abilities. With this logic, you could say literally every magic user can perform time compression and have literally every spell
 
That wouldn't give her conceptual manipulation though. She's not even manipulating the concept, just giving form to an idea in Squall's mind
Not just giving it form. What I'm arguing is that she's creating or at least bringing into reality an abstraction born from an idea in Squall's mind, which is tied to the concept of strength or power. And when Griever is defeated she could fuse with it and use her magic to make it stronger (merging with the abstract thing and empowering it). Now, the matter is, is that interpretation in itself wrong or not good enough for CM?
Even if it did, this shouldn't apply to all magic users. Having a similar source to Ultimecia's magic isn't enough evidence that they have the same abilities. With this logic, you could say literally every magic user can perform time compression and have literally every spell
It's not quite that they share the same source only. All the Sorceresess in the story due to Time Travelling stuff actually are carrying Ultimecia's powers: Edea received them 13 years before the main events when Ultimecia was about to die at Squall hands travelled back in time, Rinoa got them when Ultimecia reliquished control of Edea and took over Rinoa as her host and Adel received them what seems to be decades before when Ultimecia used Rinoa to get to Adel in the past to start the Time Compression. So all of them are using the exact same powers. In that regard, what Dr. Ondine researched and emulated with Para-Magic was Adel's sorcery, which was Ultimecia's magic in the end.

And the thing is, that Para-Magic actually does give access to any spell to pretty much anybody. The mechanics allow to anybody to just take energy from a foe or a Draw Point and just equip any spell they can find, from a simple Fire to Ultimecia's own ultimate move, Apocalypse, which you can actually steal from her in the final battle. The only abilities that remain truly unique are Limit Breaks (which are tied to unique traits such as fighting style) and spells that require preparation of some sort, like the Time Compression, which is never fully revealed, but it's explained that Ultimecia needs to go into the past to set it into motion. What Dr. Ondine brought up is that, anyone can use magical abilities, but regular people's is pitifully weak, reason why Guardian Forces are needed as a power source to attain proper strength and even then sorcery is several times stronger.

So in that regard, I do think it's safe to say the basic properties of Magic are widespread.

Now, it's also true that Ultimecia summoning Griever, if we were to assume it actually is CM, is a specific instance where CM is shown, and as such, the abilities displayed should not be spread to Magic altogether, rather stay in that instance in particular.
 
Forgot to actually add the link to the mock profile in the original post. It's fixed now. Now, it's a very rough draft so ignore stats and all that, but the P&A section shows more or less how would the revision look if it were applied.
 
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