I'm generally not a fan of magic in RPGs, but there are some I liked more than others:
IX - I'm a sucker for IX's ability-learning system, so it's on the list automatically because of that. In addition though, every magic user has different strengths, and some notable spells are more interesting takes on your standard "does a lot of damage" type. Doomsday, for example, hits your party as well as the enemy.
XII - the variety in spells is great on its own (with some oddballs like reverse getting good use), but using them also felt rewarding. If nothing else because you could set your mage to use gambits so you don't personally have to wait on spell casting time too often.
VII Remake - it might just be recency bias, but this might be my favourite. Materia provides flexibility, but character abilities add unique spins that really sell Aerith as a mage. The double-cast glyph, for example, never got old to me.
IX - I'm a sucker for IX's ability-learning system, so it's on the list automatically because of that. In addition though, every magic user has different strengths, and some notable spells are more interesting takes on your standard "does a lot of damage" type. Doomsday, for example, hits your party as well as the enemy.
XII - the variety in spells is great on its own (with some oddballs like reverse getting good use), but using them also felt rewarding. If nothing else because you could set your mage to use gambits so you don't personally have to wait on spell casting time too often.
VII Remake - it might just be recency bias, but this might be my favourite. Materia provides flexibility, but character abilities add unique spins that really sell Aerith as a mage. The double-cast glyph, for example, never got old to me.