Reyold12: Absolutely yes, with reasonable restrictions. I'm so tired of games (JRPGs in particular) making status effects functionally useless. It's rather refreshing when they're actually reliable and useful, but I can only think of a few games that do that.
Just in the Final Fantasy series:
FF2: If the spell is at a decent level, your casting stat is decent, and your equipment doesn't interfere with magic (at least not significantly), status effects work really well. In fact, the best way to clear groups of monsters is often to hit them with multi target Toad (pre-GBA) or Teleport (GBA or later).
FF3: In the original version, status ailments work quite well on normal enemies (not bosses, unfortunately). (Unfortunately, this is not true of the remake.)
FF4: Status ailments work decently in random battles, though not as well as in original FF3. This becomes more apparent in the 3D remake. Note that final dungeon enemies tend to be immune to petrify and death, though that's not true outside of the final dungeon. (Also, in original FF4, Tellah works wonders with multi-target Break; the 3D remake doesn't let you mutli-target that spell without Omnicast, however.)
FF5: Status ailments are resisted a bit more, but they are still useful, and unlike FF3 and FF4, they actually work on bosses, though they still often resist most of them.
Also, they work well in earlier Dragon Quest games (especially DQ2, which has a reputation for being difficult), and in much of the SaGa series (they are really good in SaGa 1, but not so good in SaGa 2, for instance).
Reyold12: Fates of Ort totally averts this issue; all status effect spells like Fear, Persuade, and Plague are guaranteed to work on all enemies except one. Even better, walls, turrets, and totems can be hit with said spells so that they afflict enemies with those statuses.
Sort of reminds me of the Saw in SaGa 1 and 2; if your strength is high enough, it's guaranteed to work on anything it can work on. However, the actual rules for what it works on differs between the two games:
* In SaGa 1, at 100 STR, there are only two enemies it will work on. One of them is an enemy you're not meant to be able to kill; the other is the final boss. (This is a very famous bug.) If you reach 200 STR, it will stop working on the final boss, and at 255 STR, it won't work on that other enemy, either. (Actually getting 255 STR isn't so easy; you need to have even STR when you get past 20 (the STR-boosting potion gives you +2 at that point), and if you go over it will overflow and become 0 or 1.
* In SaGa 2, it will not work on bosses. Also, your STR needs to be high enough in comparison to the target's DEF (it was the reverse in SaGa 1), and enemies with OWeapon (passive ability that cuts physical damage in half) require twice as much STR.
Incidentally, in original SaGa 3, status ailments seem to be as accurate as damaging effects, but of course all bosses are immune.