Final Fantasy II/Magic

There are 40 different spells available to the player characters in Final Fantasy 2. They can be divided in two groups: White spells, mainly dealing with healing and defense, and Black spells, mainly dealing with attack and debuff.

Every character can learn any spell. Every spell has a level that corresponds to the Magic Points (MP) necessary to cast the spell itself. Every spell starts at level 1, and the level is increased after repeated use of the spell.

The effectiveness of White spells is based on the Wisdom of the caster, while the effectiveness of Black spells is based on caster's Intelligence.

How to distinguish White and Black Magic
Whenever the players find a new spell tome, there is no direct clue whether it is White or Black.

Here's an exhaustive list of hints:
 * In the first town, the magic shop sells a "Cure" spell that is obviously White and three offensive spells, i.e. Blizzard, Thunder and Fire, that are obviously Black.
 * At the beginning of the second mission Minwu the White Mage joins the party. He's equipped with sixteen White spells, i.e. all except four.
 * Later in the game, the Ultima spell is referred to as the "ultimate White magic".
 * The last three White spells are Slow, Holy and Mini. They can all be bought in shops, moreover Mini can also be found in a dungeon.
 * Magic shops generally sell White spells. There are few "black" exceptions, though: the aforementioned magic shop in the first town, the Vacuum spell, and a secret shop during the last mission.
 * On the other hand, Black spells are generally found in chests in the dungeons. The only "white" exceptions are a few chests containing the Mini spell or spells known by Minwu.
 * After a spell is assigned to a character, if the character casts a White spell a white and blue energy ring appears around him/her, but if he/she casts a Black spell a yellow and green energy ring appears instead.

Healing and field spells
These spells are the only ones that can be cast outside battle. The first white spell found in the video game, and probably the most useful. Don't buy armor, but keep using it intead to raise its level. In battle it can also be used to damage undead enemies (i.e. enemies that absorb Death element).
 * Cure

Another important spell, it revives allies that are knocked out. In battle, it can also be used to instantly defeat undead enemies.
 * Life

This spell can heal status ailments that don't wear off after battle. It is much more effective if used after battle; indeed, if your character gets debuffed and you cast Esuna in battle, the enemy can debuff him/her again and you just wasted one turn. The status ailments that can be cured by Esuna are six: blindness, toad, stone, curse, poison and amnesia.
 * Esuna

Teleport has two functions. First of all, it can teleport the full party outside back to the entrance of any dungeon, although the caster's HP is greatly reduced; similarly, it can also make the party escape from battle. The second function is considered by some players as a cheat: it instantly defeats all the enemies, but this makes fights way too easy; the drawback is that after a quick fight the attribute upgrades are very limited.
 * Teleport

Support spells
These spells can be cast in battle on the allies.


 * Basuna

Basuna heals status ailments that wear off at the end of a battle. When enemies cast debuff spells on your party like "confuse" or "sleep", it would be useful to cast this spell every turn by a slow character. Success rate depends strongly on the level: low level Basuna can only heal few specific status ailments, while at a high level it can heal them all. The status ailments that can be cured by Basuna are: sleep, paralysis, confusion, venom, mini, silence and slow.


 * Blink (300 G): increases evasion
 * Protect (300 G): increases physical defense
 * Shell (300 G): increases magic defense
 * Barrier (5000 G): increases elemental defense
 * Wall (5000 G): increases magic evasion

These spells all increase different types of defense: five different ones, just to make things complicated. Evasion and magic evasion are the probability that the enemy misses. Physical, magic and elemental defense reduce the damage from the specified source. Of course, the price is related to the usefulness.


 * Swap

This can be a dangerous spell. Cast it on weak enemies, and the caster will end up with low HP and no MP. In order to use it on an enemy, you should be sure that the caster has less HP and MP than the opponent, and this is quite a gamble. Instead, cast it on an ally in critical condition but with something useful, like a spell or a special weapon: the caster will be definitely weakened, but the party will win the fight.

Debuff spells
These spells target the enemies in battle, but deal no damage.


 * Fear

Cast successfully this spell on an enemy, and it will flee battle. It is not a real victory: the enemy will drop neither gold nor items, and if all the enemies flee, the party will receive no upgrade. Use it only against annoying little enemies.


 * Silence (600 Gil)
 * Sap (1000 Gil)
 * Fog (2000 Gil)

Three spells with similar effect: they all limit the spellcasting abilities of the enemy. "Silence" temporarily stops the enemy from casting spells, "Sap" cuts its Magic Points, "Fog" permanently prevents the opponent from using magic. Of course, the price is related to the usefulness of the spell.


 * Dispel

This spell animation is the opposite of Barrier (see above), and it lowers or removes various types of defenses of the enemies. The effectiveness of the spell is strongly related to its level.


 * Slow

This spell reduces the number of hits of the enemies. It is the converse of "Blink" (see above). It is one of the four spells unknown to Minwu the White Mage.

Attack spells
These spells deal damage to the enemies, or instantly defeat them. These three spells are not included in the sixteen known by Minwu the White Mage.

Mini reduces the enemy to a microscopic size, forcing it to leave the battle. The result is its instant defeat.
 * Mini

Holy damages enemies. It is especially effective against undead (i.e. enemies that absorb the Death element).
 * Holy

Ultima deals non-elemental damage. Its power is related to the power of every other white spell assigned to the caster.
 * Ultima

Summary table
In the table below, when two different spell names are reported, the first is the one used in the GBA "Dawn of Souls" and PSP "Anniversary" editions, the second one is the one used in the PSX "Origins" edition.

Spell types:
 * Field: spells that can be used outside battle;
 * Support: battle spells that target the allies;
 * Debuff: battle spells that target the enemies, but deal no damage;
 * Attack: battle spells that deal damage to the enemies.

Locations:
 * Towns: most White spells can be bought in shops;
 * Minwu: he knows several White spells since the beginning;
 * Dungeons: spells that can be found and obtained for free are highlighted in green'''.
 * Win from enemies: some enemies randomly drop a magic tome when defeated; they are not listed here because of the length of such list; check the enemies page instead.

Field spells
Very similar to the white "Teleport" spell, it teleports the characters one floor back in the dungeon. Otherwise, it can also instantly defeat the enemies.
 * Vacuum

Support spells
All these three spells increase the attack of the allies, and their effects stack up. "Haste" increases the accuracy and the number of hits, "Berserk" directly increases the strength, and "Aura" adds elemental effect to the ally's attack weapons. Two weapons can be used to cast Haste and Berserk unlimited times at a fixed level with no MP consumption: the Yoichi's sling and the Masamune's sword.
 * Haste
 * Berserk
 * Aura

Debuff spells
The enemy's attack and defense are greatly reduced. The Ancient sword inflicts the Curse status on the enemies it attacks.
 * Curse

The enemy's accuracy is greatly reduced. The Dark sling inflicts the Blind status on the enemies it attacks.
 * Blind

Three similar spells, they all prevent the enemy from acting for a few turns. It is logic to suppose that the difference is in the element, but this is not confirmed. The Sleep sword inflicts the Sleep status on the enemies it attacks.
 * Sleep
 * Stun
 * Stop

It cuts the enemy MP, and also replenishes the caster's MP. The character who uses this spell will never run out of MP, and be free to raise every spell to the maximum. The effect is reversed if used against undead enemies.
 * Osmose

The enemies will attack each other. This is the rarest of the spells, it is only obtained occasionally by defeating some giants in a secret room in the last dungeon.
 * Confuse

Attack spells
Spells that deal damage to the enemies.


 * Thunder (element: lightning)
 * Blizzard (element: ice)
 * Fire (element: fire, of course)
 * Scourge (element: poison)

The four basic elemental spells. "Thunder" is the most common one, in fact Leila starts with it already equipped, and two weapons can cast it unlimited times without using MP: the Mage's staff and the Thunder spear. Similarly, "Scourge" can be cast by the Wizard's staff, that is anyway found late in the game. "Fire" can be found in a dungeon in the second mission in the game, so you don't have to buy it in Altair, the first town. Nothing particular about "Blizzard": buy it at the beginning of the game and use it with no mercy.


 * Death (element: death)
 * Break (element: ?)
 * Toad (element: ?)

Three instant-defeat spells. "Death" instantly kills the enemies, "Break" turns them into stone and "Toad" transforms them into toads, forcing them to leave battle. The result is the same, anyway. It is logic to suppose that the difference is in the element, but this is not confirmed. As a last note, if Toad is raised to level 16 a secret is unlocked.


 * Drain (element: death)

Not only it deals damage, it also replenishes the caster's HP. The effect is reversed if used against undead enemies, who absorb the Death element.


 * Flare

A non-elemental attack spell, it will inflict full damage to any enemy.

Summary table
Very few black spells can be bought in shops, but every one can be sold; selling price is half of purchasing price. Spells that can only be found have their value cell highlighted in gray, and the number reported is twice selling price.

Locations:
 * Magic shops: few black spells can be bought in shops, and most of these can anyway be found for free in dungeons;
 * Dungeons: black spells that can be obtained for free are highlighted in green;
 * Leila: she starts with one black spell already equipped;
 * Win from enemies: many enemies randomly drop spells upon defeat; there is one black spell that can only be obtained this way, and it is highlighted in red.

Some weapons cast a black spell if selected from the "Menu" item in battle, others cause a status ailment when attacking an enemy. The effectiveness of the cast spell depends on the user's Intelligence, while the frequency of the inflicted ailment depends on the user's weapon skill level.

Elements
There are several elements in Final Fantasy 2:
 * Lightning
 * Ice
 * Fire
 * Poison
 * Body
 * Matter
 * Death
 * Holy

Some attack spells deal elemental damage, some protect from elements, some reduce elemental defenses of the enemies.

Status ailments and enemy magic
Temporary statuses: Sleep, Paralysis, Confusion, Venom, Mini, Silence, Slow.

Permanent statuses: Blindness, Curse, Toad, Poison, Amnesia, Stone.

Similar statuses:
 * Sleep and paralysis (spells: sleep, stun, stop)
 * Mute and amnesia (spells: silence, fog)
 * Venom and poison (spell: scourge)
 * Mini, toad and stone (spells: mini, toad, break): when the spells are used on the enemies, they are instantly defeated; when used on the party, Esuna or other items are used to cure the status.

Magic strategy
In order to maximize the effectiveness of spells, it would be advantageous to have characters with White spells only and characters with Black spells only. Every character can learn up to 16 different spells. Considering the three main characters, one example of strategy could be the following:
 * assign 16 black spells to Maria, because she starts with higher Intelligence;
 * assign just 4 Black and 4 white spells (the "leftovers") to Guy, because he starts with low Magic, Wisdom and Intelligence;
 * assign 16 White Spells to Firion, because although he's a well balanced character, the "white mage" position is the vacant one.

The eight "leftover" spells should be spells that are found somehow early in the game, so that the later and more powerful spells can be assigned to the characters with more advanced Wisdom or Intelligence. Furthermore, the "leftovers" can also be some spells with effect very similar to other spells of the same alignment, in particular either Silence or Fog (white spells that prevent enemy magic), either Stun or Stop (black spells that paralyze the enemies), either Toad or Break or Death (black spells that instantly defeat enemies).

In order to get a high level of magic proficiency, your characters should use their magic as much as they can. As soon as you saved enough money, buy three Ethers for 1000 Gil each. Then, have your characters use their magic until they deplete all their MP: now it's time to use weapons. When a character's Health Points (HP) are low, give one Ether to your White magic user; right before the boss, give the other two Ethers to your other two main characters. The temporary fourth character generally doesn't need Ether, either because he has lots of MP (Minwu) or because he has no spells (almost everyone else).

Debuff spells are defined as "battle spells that target the enemies, but deal no damage". They are generally underestimated by beginners because they miss quite often. Truth is, a leveled-up debuff spell becomes very effective in preventing the enemies from damaging your characters, i.e. a black spell becomes sort of a defensive spell. A support white spell like Protect or Shell reduces the damage your party suffers, but a successful debuff spell like Sleep or Stun prevents damage completely!