General Offset Sections Section Size 0x021C 57 60 bytes
Sections Offset Magic 0x021C Dummy (blank) 0x0258 Fire 0x0294 Fira 0x02D0 Firaga 0x030C Blizzard 0x0348 Blizzara 0x0384 Blizzaga 0x03C0 Thunder 0x03FC Thundara 0x0438 Thundaga 0x0474 Water 0x04B0 Aero 0x04EC Bio 0x0528 Demi 0x0564 Holy 0x05A0 Flare 0x05DC Meteor 0x0618 Quake 0x0654 Tornado 0x0690 Ultima 0x06CC Apocalypse 0x0708 Cure 0x0744 Cura 0x0780 Curaga 0x07BC Life 0x07F8 Full-Life 0x0834 Regen 0x0870 Esuna 0x08AC Dispel 0x08E8 Protect 0x0924 Shell 0x0960 Reflect 0x099C Aura 0x09D8 Double 0x0A14 Triple 0x0A50 Haste 0x0A8C Slow 0x0AC8 Stop 0x0B04 Blind 0x0B40 Confuse 0x0B7C Sleep 0x0BB8 Silence 0x0BF4 Break 0x0C30 Death 0x0C6C Drain 0x0CA8 Pain 0x0CE4 Berserk 0x0D20 Float 0x0D5C Zombie 0x0D98 Meltdown 0x0DD4 Scan 0x0E10 Full Cure 0x0E4C Wall 0x0E88 Rapture 0x0EC4 Percent 0x0F00 Catastrophe 0x0F3C The End
Entry 0 is the blank slot , not an unknown: name and description offsets are both 0xFFFF (the “no text” sentinel), Attack animation 0, Attack type 0 (None) and Hit count 0 — so even if it were dispatched it would run no hits at all. The GF compatibility bytes are the neutral 0x64.
Section Structure Offset Length Description 0x0000 2 bytes Offset to spell name 0x0002 2 bytes Offset to spell description 0x0004 2 bytes Attack animation (a.k.a. “Magic ID”) — the effect / animation id dispatched at runtime (the engine “special action”: Fire=2, Thunder=3, Thundara=102 → MAG_<id>_<name>, file mag<id-1>). See Magic Spell Effect Runtime 0x0006 1 byte Target hit/reaction animation ID (HIT_TYPE_TARGET_ANIMATION_TO_PLAY) — 5 for offensive spells, 0 for curatives; sets the target’s reaction animation when the spell lands 0x0007 1 byte Attack type 0x0008 1 byte Spell power (used in damage formula) 0x0009 1 byte Status window flags — bit 0x80 clear = show the ally status panel while targeting (heals use 0x00, Esuna & co. use 0x40 for the ailment view) 0x000A 1 byte TargetInfo 0x000B 1 byte Attack Flags 0x000C 1 byte Draw resist (how hard is the magic to draw) 0x000D 1 byte Hit count — how many times the attack runs. Meteor’s 10 random targets come from Target info 0x02, not from this byte 0x000E 1 byte Element 0x000F 1 byte Unused (padding) — no code references this byte (IDA: 0 xrefs) 0x0010 4 bytes Status 2 0x0014 2 bytes Status 1 0x0016 1 byte Status attack Accuracy 0x0017 1 byte Characters HP junction value 0x0018 1 byte Characters STR junction value 0x0019 1 byte Characters VIT junction value 0x001A 1 byte Characters MAG junction value 0x001B 1 byte Characters SPR junction value 0x001C 1 byte Characters SPD junction value 0x001D 1 byte Characters EVA junction value 0x001E 1 byte Characters HIT junction value 0x001F 1 byte Characters LUCK junction value 0x0020 1 byte Characters J-Elem attack 0x0021 1 byte Characters J-Elem attack value 0x0022 1 byte Characters J-Elem defense 0x0023 1 byte Characters J-Elem defense value 0x0024 1 byte Characters J-Status attack value 0x0025 1 byte Characters J-Status defense value 0x0026 2 bytes Characters J-Statuses Attack 0x0028 2 bytes Characters J-Statuses Defend 0x002A 1 byte Quezacolt compatibility 0x002B 1 byte Shiva compatibility 0x002C 1 byte Ifrit compatibility 0x002D 1 byte Siren compatibility 0x002E 1 byte Brothers compatibility 0x002F 1 byte Diablos compatibility 0x0030 1 byte Carbuncle compatibility 0x0031 1 byte Leviathan compatibility 0x0032 1 byte Pandemona compatibility 0x0033 1 byte Cerberus compatibility 0x0034 1 byte Alexander compatibility 0x0035 1 byte Doomtrain compatibility 0x0036 1 byte Bahamut compatibility 0x0037 1 byte Cactuar compatibility 0x0038 1 byte Tonberry compatibility 0x0039 1 byte Eden compatibility 0x003A 2 bytes Unused (padding) — no code references these bytes (IDA: 0 xrefs)