Final Fantasy/White magic

The most obvious, and useful, white magic is the cure and heal families. These and the Life spells will probably be used more than all other spells combined. Not only are white mages/wizards fantastic curers, they are very effective against the undead. In addition to the Dia family of spells, the white wizard is the only character than can use holy, a white spell that is one of the most powerful spells in the game, against the living and undead.

While in the original version each character could cast each level of magic a certain number of times, in Dawn of Souls (DoS), spells cost a varying amount of points taken from a single pool of magic points.

Users

 * See also: spell recommendations


 * White mages: Uses any level 1 - 6 spell (except Warp 2) and Null Magic
 * White wizards: Uses any spell
 * Red mages: Uses select level 1 - 4 spells, and Cure3
 * Red wizards: Uses most level 1 - 6 spells and Null Magic, but not Heal or Dia spells, Cure 4, and a few others.
 * Knights: Uses level 1 - 3 spells that are not in the Heal or Dia families.

Spells
Many mid and high levels spells are not unique, but are improved versions of low levels spells. Each "family" of spells usually contains three versions, though some have two or four.


 * Cure family: Restores large amounts of HP to one character
 * Heal family: Restores small amounts of HP to the entire party at once
 * Life family: Revives a dead character
 * Dia family: Damages the undead, ineffective against the living/inanimate
 * Null family: Prevents damage by one type of element, death spells, or all elements
 * Shield family: Raises defense

There are several other spells that do not belong in a specific family, but tend to be focused on boosting the party's stats or removing status ailments. The exception is Holy, which is a very powerful offensive spell.

White Magic

 * Level 1: Cure 1, Dia 1, Shield 1, Blink
 * Level 2: Lamp, Silence, Null Bolt, Invisible 1
 * Level 3: Cure 2, Dia 2, Null Fire, Heal 1
 * Level 4: Esuna, Fear, Null Ice, Vox
 * Level 5: Cure3, Life 1, Dia3, Heal 2
 * Level 6: Stona, Warp 2, Shield 2, Invsible 2
 * Level 7: Null Magic, Heal 3, Cure 4, Dia 4
 * Level 8: Holy, Null All, Dispel, Life 2

Spells are listed under the Origins name. Original Name refers to the NES name. DoS Name and DoS MP are the Dawn of Souls name and MP cost, respectively. Spells in DoS and Origins Easy Mode cost are listed in parenthesis next to the original cost.

Cure1
White Wizard Red Mage Red Wizard Knight
 * Original Name: Cure
 * DoS Name: Cure
 * DoS MP: 3
 * Cost: 100 (50)
 * Effect: Restores 16-32 HP
 * Range: One character
 * Users: White Mage
 * Location: Corneria

Dia1
White Wizard
 * Original Name: Harm
 * DoS Name: Dia
 * DoS MP: 5
 * Cost: 100 (50)
 * Effect: Inflicts 20-80 damage to "undead"-type enemies
 * Range: All enemies
 * Users: White Mage
 * Location: Corneria

Shld1
White Wizard Red Mage Red Wizard Knight
 * Original Name: Shld1 (Shield 1)
 * DoS Name: Protect
 * DoS MP: 3
 * Original Name: Fog
 * Cost: 100 (50)
 * Effect: Raises Defence by 8 points
 * Range: One character
 * Users: White Mage
 * Location: Corneria

Blink
White Wizard Red Wizard Knight
 * Original Name: Ruse
 * DoS Name: Blink
 * DoS MP: 3
 * Cost: 100 (50)
 * Effect: Raises Evade by 80 points
 * Range: Self
 * Users: White Mage
 * Location: Corneria

Lamp
White Wizard Red Mage Red Wizard Knight
 * Original Name: Lamp
 * DoS Name: Blindna
 * DoS MP: 3
 * Cost: 400 (250)
 * Effect: Cures Darkness
 * Range: One character
 * Users: White Mage
 * Location: Pravoca

Silence
White Wizard Red Mage Red Wizard Knight
 * Original Name: Mute
 * DoS Name: Silence
 * DoS MP: 5
 * Cost: 400 (250)
 * Effect: Prevents enemies from casting spells
 * Range: All enemies
 * Users: White Mage
 * Location: Pravoca

NulBolt
White Wizard Red Mage Red Wizard Knight
 * Original Name: Alit (Anti-Lightning)
 * DoS Name: Nulshock
 * DoS MP: 8
 * Cost: 400 (250)
 * Effect: Reduces lightning-based damage by 50%
 * Range: Entire party
 * Users: White Mage
 * Location: Pravoca

Invs1
White Wizard Red Mage Red Wizard Knight
 * Original Name: Invs1
 * DoS Name: Invis
 * DoS MP: 3
 * Cost: 400 (250)
 * Effect: Raises Entire party evade by 40 points
 * Range: Entire party
 * Users: White Mage
 * Location: Pravoca

Cure2
White Wizard Red Mage Red Wizard Knight
 * Original Name: Cur2 (Cure2)
 * DoS Name: Cura
 * DoS MP: 10
 * Cost: 1500 (1000)
 * Effect: Restores 33-66 HP
 * Range: One character
 * Users: White Mage
 * Location: Elfheim

Dia2
White Wizard
 * Original Name: Hrm2 (Harm 2)
 * DoS Name: Diara
 * DoS MP: 8
 * Cost: 1500 (1000)
 * Effect: Inflicts 40-160 damage to "undead"-type enemies
 * Range: One character
 * Users: White Mage
 * Location: Elfheim

NulFire
White Wizard Red Mage Red Wizard Knight
 * Original Name: AFir (Anti-Fire)
 * DoS Name: Nulblaze
 * DoS MP: 8
 * Cost: 1500 (1000)
 * Effect: Reduces fire-based attacks by 50%
 * Range: Entire party
 * Users: White Mage
 * Location: Elfheim

Heal1
White Wizard
 * Original Name: Heal
 * DoS Name: Heal
 * DoS MP: 10
 * Cost: 1500 (1000)
 * Effect: Restores 12-24 HP to Entire party
 * Range: Entire party
 * Users: White Mage
 * Location: Elfheim

Esuna
White Wizard Red Mage Red Wizard
 * Original Name: Pure
 * DoS Name: Poisona
 * DoS MP: 3
 * Cost: 4000 (2500)
 * Effect: Cures Poison
 * Range: One character
 * Users: White Mage
 * Location: Elfheim

Fear
White Wizard
 * Original Name: Fear
 * DoS Name: Fear
 * DoS MP: 10
 * Cost: 4000 (2500)
 * Effect: Causes all enemies to run away from battle
 * Range: All enemies
 * Users: White Mage
 * Location: Elfheim

NulIce
White Wizard Red Mage Red Wizard
 * Original Name: AIce (Anit-Ice)
 * DoS Name: Nulfrost
 * DoS MP: 8
 * Cost: 4000 (2500)
 * Effect: Reduces ice-based attacks by 50%
 * Range: Entire party
 * Users: White Mage
 * Location: Elfheim

Vox
White Wizard Red Wizard
 * Original Name: AMut (Anti-Mute)
 * DoS Name: Vox
 * DoS MP: 3
 * Cost: 4000 (2500)
 * Effect: Cures Mute
 * Range: One character
 * Users: White Mage
 * Location: Elfheim

Cure3
White Wizard Red Mage Red Wizard
 * Original Name: Cur3 (Cure 3)
 * DoS Name: Curaga
 * DoS MP: 20
 * Cost: 8000 (4000)
 * Effect: Restores 66-132 HP to One character
 * Range: One character
 * Users: White Mage
 * Location: Melmond

Life1
White Wizard Red Wizard
 * Original Name: Life
 * DoS Name: Life
 * DoS MP: 20
 * Cost: 8000 (4000)
 * Effect: Revives One character. Can only be used outside of battle
 * Range: One character
 * Users: White Mage
 * Location: Melmond

Dia3
White Wizard
 * Original Name: Hrm3 (Harm 3)
 * DoS Name: Diaga
 * DoS MP: 25
 * Cost: 8000 (4000)
 * Effect: Inflicts 60-240 damage to "undead"-type enemies
 * Range: All enemies
 * Users: White Mage
 * Location: Melmond

Heal2
White Wizard
 * Original Name: Hel2 (Heal 2)
 * DoS Name: Healara
 * DoS MP: 25
 * Cost: 8000 (4000)
 * Effect: Restores 24-48 HP to Entire party
 * Range: Entire party
 * Users: White Mage
 * Location: Melmond

Stona
White Wizard
 * Original Name: Soft
 * DoS Name: Stona
 * DoS MP: 10
 * Cost: 20,000 (13,000)
 * Effect: Cures Stone
 * Range: One character
 * Users: White Mage
 * Location: Crescent Lake

Warp2
Red Wizard
 * Original Name: Exit
 * DoS Name: Exit
 * DoS MP: 20
 * Cost: 20,000 (13,000)
 * Effect: Warps entire party outside of caverns/dungeon
 * Range: Entire party
 * Users: White Wizard
 * Location: Crescent Lake

Shld2
White Wizard Red Wizard
 * Original Name: Fog2
 * DoS Name: Protera
 * DoS MP: 20
 * Cost: 20,000 (13,000)
 * Effect: Raises Defence by 12 points
 * Range: Entire party
 * Users: White Mage
 * Location: Crescent Lake

Invs2
White Wizard Red Wizard
 * Original Name: Inv2 (Invisible 2)
 * DoS Name: Invisira
 * DoS MP: 25
 * Cost: 20,000 (13,000)
 * Effect: Raises Entire party Evade by 40 points
 * Range: Entire party
 * Users: White Mage
 * Location: Crescent Lake

Cure4

 * Original Name: Cur4 (Cure 4)
 * DoS Name: Curaja
 * DoS MP: 35
 * Cost: 45,000 (30,000)
 * Effect: Fully restores all HP of One character
 * Range: One character
 * Users: White Wizard
 * Location: Gaia

Dia4

 * Original Name: Hrm4 (Harm 4)
 * DoS Name: Diaja
 * DoS MP: 35
 * Cost: 45,000 (30,000)
 * Effect: Inflicts 80-320 damage to "undead"-type enemies
 * Range: All enemies
 * Users: White Wizard
 * Location: Gaia

NulMgc
White Wizard Red Wizard
 * Original Name: ARub (Anit-Rub)
 * DoS Name: NulDeath
 * DoS MP: 28
 * Cost: 45,000 (30,000)
 * Effect: Protects Entire party from auto-kill attacks/spells
 * Range: Entire party
 * Users: White Mage
 * Location: Onrak

Heal3
White Wizard
 * Original Name: Hel3 (Heal 3)
 * DoS Name: Healaga
 * DoS MP: 38
 * Cost: 45,000 (30,000)
 * Effect: Restores 48-96 HP to Entire party
 * Range: Entire party
 * Users: White Mage
 * Location: Gaia

Holy

 * Original Name: Fade
 * DoS Name: Holy
 * DoS MP: 50
 * Cost: 60,000 (40,000)
 * Effect: Does lots of damage...
 * Range: All enemies
 * Users: White Wizard
 * Location: Gaia

NulAll

 * Original Name: Wall
 * DoS Name: Nulall
 * DoS MP: 40
 * Cost: 60,000 (40,000)
 * Effect: Reduces all spell damage by 50%
 * Range: Entire party
 * Users: White Wizard
 * Location: Gaia

Dispel

 * Original Name: Xfer
 * DoS Name: Dispel
 * DoS MP: 35
 * Cost: 60,000 (40,000)
 * Effect: Removes an enemy's positive/protective defences
 * Range: One enemy
 * Users: White Wizard
 * Location: Gaia

Life2

 * Original Name: Lif2 (Life 2)
 * DoS Name: Full-life
 * DoS MP: 50
 * Cost: 60,000 (40,000)
 * Effect: Revives and fully restores One character
 * Range: One character
 * Users: White Wizard
 * Location: Lufenia

Recommendations

 *  * denotes the bare minimum spells to get

White Mages/Wizards
White magic is, for the most part, very useful - even more so than black magic. Your White Mage/Wizard will be your biggest assest since even though a Knight may only lose 1HP per hit, it adds up quickly if you don't have any way of healing, and there are plenty of enemies that can do 100+ damage to even a high level Knight. The Cures, Dias, Nuls, and Lifes are useful for both regular fights and boss fights. Poison and Stone are very, very common status aliments and using spells will save you a lot of money on items. For the stronger bosses, you'll find yourself casting Invs2 and Shld2 almost as much as Cure spells.


 * Level 1: Cure1*, Dia1*, Blink
 * Shld1 isn't worth buying because it only raises your defense by 8 points. Blink only works on the caster, but it is powerful and there are a lot of times when you need your healer alive more than any other character. Cure1's use is obvious and Dia1 is good to have since you will be fighting a lot of undead for quite a while.


 * Level 2: Invs1, Silence, NulBolt*
 * Lamp is a waste of money because the effect wears off after the end of a battle, few enemies cause Dark, and doesn't actually do much to stop your attacks. Silence doesn't work against too many enemies, but is preferable over Lamp. Invs1 is good, but only works on one character, so it can generally be saved for boss fights. NulBolt is a must have, and you'll be using it throughout the entire game.


 * Level 3: Cure2*, Dia2*, NulFire*
 * By the time you get to Elfheim, Cure1 will do very little, so you'll want to upgrade ASAP. The same with Dia2, as the number of undead monsters that you encounter is only going to increase. Like NulBolt, NulFire is a must have that will be useful throughout the game. Heal1 restores very little HP and it simply isn't worth sacrificing one of the other spells. If you really want it, give up Dia2 and just use Fire2 against the undead.


 * Level 4: Esuna*, Fear, NulIce*
 * As you've probably noticed by the time you get to Elfheim, almost half the enemies you fight can poison you. It will only get worse in the Marsh Cave, so get Esuna before you go. As with the other Nuls, NulIce is a good spell to have. Fear is actually pretty useless since it only works on really weak enemies, and as such, it generally isn't worth the MP. However, Vox is even more useless since so few enemies can actually Silence you and the effect wears off after a battle anyway.


 * Level 5: Cure3*, Dia3*, Life1*
 * As with Level 3, skip the Heal spell since it would mean sacrificing another, more useful, spell. Cure3 is obviously going to be a great asset, and there are a lot of powerful undead monsters throughout the game, including Lich so Dia3 is good to have. It goes without saying that Life1 is worth getting.


 * Level 6: Stona*, Shld2*, Invs2*
 * There are a lot of enemies that can stone you, so get Stona first. The success rate of stone attacks may be low, but when you're fighting a group of 9 enemies that can all stone you, the chance of losing someone is actually quite high. Shld2 and Invs2 are must haves since they boost the stats of the entire party at once, which makes a world of difference against the Fiends and Chaos. Warp2 is useful at times, but the Black magic Warp is almost as good and you're more likely to be running low on Level 6 White magic than black. In Dawn of Souls this is defiantly true since the cost is next to nothing, however in other editions all spells cost the same, so you may want to get Warp2 if you find yourself running from dungeons a lot.


 * Level 7: Cure4*, Dia4, Heal3*
 * Cure4 restores 100% of a characters HP, so you really should get this one. Dia4 is good, but not necessary since by this point in the game all of the undead you face can get torn apart by Fire spells and physical attacks from fighters. Unlike the other two Heal spells, Heal3 is actually very useful. It restores a fair amount of HP (around what Cure3 can do), and many of the later enemies can hit all four characters at once. Despite the number of enemies that have instant death attacks, NulMgc is actually useless, since you can get Protect Rings for everyone at the same point in the game.


 * Level 8: Holy, NulAll, Life2*
 * Surprisingly enough only Life2 is really necessary. Holy is a fairly strong attack, and works against basically anything, however it means sacrificing a chance to use Life2 when you cast it. Even Chaos isn't particularly weak against it, and for bosses you really need to devote your White Wizard to casting healing and protection spells rather than attacking. NulAll casts all five of the previous Nul spells, but only on one character. If you have a two characters capable of casting the other Nul spells (which is any character capable of learning any White Mage), you can have all three Nuls cast on everyone in two rounds instead of three. Dispel is surprisingly useless since so few enemies use status enhancements (Chaos uses Haste but he uses physical attacks pretty rarely) so it isn't really worth bothering with.

Red Mages/Wizards
Since a Red Mage can only equip three spells of each level you have to pick three of eight (well, of six or seven in many cases) spells. This is why it is not recommended that you replace both a Black and White Wizard with a single Red Wizard. There are a lot of white spells that are very useful that the Red Wizard cannot cast (Dias, Heals, Cure4, Life2 specifically). However the black magic spells that the Red Wizard can't cast are not especially useful (mostly instant death spells, which rarely work). Fortunately there aren't too many instances where there are more than three "must have" spells that the Red Wizard can learn.

Generally the white (and black) magic that the Red Wizard should learn is the same as the other Wizards, however a lot of it depends on if there is another Black, Red, or White Wizard in the party, or if the Red Wizard is the only magic user.

Please see the Red Magicians' magic page for recomendations based on party configuration.

Knights
The Knight can only learn the first three levels of white magic, and most of them are fairly useless by the time you get the class change. The Knight can't learn Dia or Heal spells either, further limiting his usefulness as a magic user. The Nul spells are good to have throughout the game, and Cure1 can be used before boss fights so your characters are at full health and you don't use the Wizards' magic. However, during battles, the Knight should almost always be fighting so you will spend very little time actually casting spells.


 * Level 1: Cure1*, Shld1, Blink*
 * Get Shld1 since you can only get three of the Level 1 spells any way. Blink is actually very useful since the Knight (usually) is the one that gets hit the most, so an additional 80 evaison points makes a big difference


 * Level 2: Invs1, Lamp, NulBolt*
 * Lamp may be a wast of money, but by the time of your class change, it isn't much money. If you have another white magic user with silence, this will let you have all four Level 2 spells.


 * Level 3: Cure2*, NulFire*
 * You can only get two of the four level 3 spells. Lame. Fortunatly both are useful, even towards the end of the game.

AntiFire
AntiFire is a defensive white magic spell that creates a magical barrier to protect the cast and his allies from fire-based attacks. It reduces the damage from such attacks by 50% for all those the caster wishes. It is a temporary spell that wears off after a battle is finished. It is very similar to the AntiLit and AntiIce spells.

AntiMute
AntiMute is a curative white magic spell that restores the power of speech to those who have been muted. It works much like the spells: lamp, pure, and soft. AntiMute counters the effects of the spell mute.

However, this spell is not considered worthwhile since only a couple monsters in the game use Mute or a similar attack, and even then it rarely comes into play. (Trivia: AMUT was nominated as one of the "Most Useless Powerups in Video Game History" at www.seanbaby.com.)

AntiIce
AntiIce is a defensive white magic spell that creates a magical barrier to protect the cast and his allies from ice-based attacks. It reduces the damage from such attacks by 50% for all those the caster wishes. It is a temporary spell that wears off after a battle is finished. It is very similar to the AntiLit and AntiFire spells. Knights do not have the magical aptitude required to cast this powerful spell.

AntiLit
AntiLit is a defensive White Magic spell that creates a magical barrier to protect the cast and his allies from Lightning-based attacks. It reduces the damage from such attacks by 50% for all those the caster wishes. It is a temporary spell that wears off after a battle is finished. It is very similar to the AntiFire and AntiIce spells.

Cure
The Cure spell is a White Magic spell that restores a small amount of health to a wounded hero. The caster calls upon white dweomers to repair damage done by foes, mending minor injuries and lessening greater ones. There are a number of variants of the Cure spell, including Cure2, Cure3, Cure4 and the Heal series of spells. When reversed, the Cure spell can also be cast as Harm to injure or destroy undead.

Cure2
The Cure2 spell is a White Magic spell that restores a medium amount of health to a wounded hero. It is a more powerful variant of the basic Cure spell. The caster calls upon white dweomers to repair damage done by foes, mending moderate injuries and lessening greater ones. Even stronger versions of the spell include Cure3 and Cure4. Cure2 may be cast upon all allies by the use of the Heal2 spell. When reversed, the Cure2 spell can also be cast as Harm2 to injure or destroy undead.

Fog
Fog summons clouds of condensed White Magic aether to surround an ally of the caster. This fog serves a defensive purpose, slowing the blows of enemies that attempt to strike the protected hero. It is a temporary effect, however, and cannot be maintained for long after a battle is completed. There is a more powerful variant, Fog2.

Ruse
A spell caster desperate to avoid enemy attacks often will use the Ruse spell. This spell creates a distraction that keeps enemies from being able to tell exactly where the mage is. Ruse does nothing to help the caster survive blows that do land, but many more blows may be dodged while under the protection of a Ruse. The Invisibility spell has a similar effect.

Pure
Pure is a curative White Magic spell that eliminates the ill effects of poison. The same effect can be achieved by the Pure Potion. The Pure spell works much like the spells Lamp, AntiMute, and Soft.

Fear
Fear is one of the few White Magic spells that directly affects enemies rather than allies of the caster. Fear attempts to instil a deep sense of terror in the caster's foes, in hopes that the creatures will run away instead of mauling the caster and his friends. However, it is against the nature of many monsters to fear mere humans, and the Fear spell is often unable to affect their psyche sufficiently to create the desired effect.

Harm
Harm is a reversed Cure spell that targets enemy undead. The caster calls upon the forces of White Magic to smite evil abominations. These dark creatures are unable to withstand the power of white magical energy, and are often severely damaged or even destroyed when targeted by this spell. Harm has a number of variants, including Harm2, Harm3, and Harm4.

Harm2
Harm2 is a reversed Cure2 spell that targets enemy undead. It is a more powerful variant of the Harm spell. The caster calls upon the forces of White Magic to smite evil abominations. These dark creatures are unable to withstand the power of white magical energy, and are often severely damaged or even destroyed when targeted by this spell. Harm2 is not the most powerful anti-undead spell, with even stronger versions known as Harm3 and Harm4.

Heal
Heal is a moderately powerful White Magic spell that restores a small amount of health to all wounded heroes. It is about as effective as the Cure spell, with the main difference being that Heal affects each ally of the caster instead of only one. Like Cure, there are a number of variants of the Heal spell, including Heal2 and Heal3.

Invisibility
Invisibility creates an illusion of invisibility around one of the caster's allies, improving that hero's ability to dodge enemy attacks. Like most other combat spells, the effect of Invis wears off soon after battle. There is also a more powerful version of Invisibility, Invisibility2, that affects all allies instead of the one provided protection by Invisibility.

Mute
Mute is one of the few White Magic spells that is cast against enemies rather than allies of the caster. It attempts to silence all enemies, preventing foes from casting any spells (including AntiMute). However, it is a very difficult spell to which many creatures are resistant, so does not always succeed.

Lamp
Lamp is a simple curative White Magic spell that restores the power of sight to those who have been blinded. It works much like the spells Pure, AntiMute, and Soft.