Final Fantasy/Black magic

Black magic is simply great to have, even if you have strong attackers capable of killing most things in one hit. You will often be facing large groups of enemies, and a physical attack (no matter how strong) can only kill on enemy at a time. A mid or high level spells can hit every thing at once, and once you start finding items capable of casting spells, you don't even need physical attacks for many fights. Black magic can also be used to augment your attackers, letting them deal hundreds of points in damage to even the strongest bosses.

Spell types
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.


 * Elemental families: Casts Ice, Fire, or Lightning spells, 2nd and 3rd levels can hit all enemies.
 * Death family: Kills enemies instantly. Low chance of success, some target all enemies.
 * Sleep family: Put enemies to sleep until they are hit or wake up
 * Slow family: Reduces the number of hits per attack

There are several other spells that do not belong in a specific family, but cause status ailments, such as darkness, stone, or stop. Black magic also includes the spells Temper and Saber, which raises the targets strength and the spell Haste, which increases the number of hits per attack.

Users

 * See also: spell recommendations


 * Black mages: Uses any level 1 - 6 spell (except Teleport) and Blizzaga
 * Black wizards: Uses any spell
 * Red mages: Uses level 1 - 4 spells, Firaga and Slowara
 * Red wizards: Uses most level 1 - 5 spells, Thundaga and Blizzaga
 * Ninjas: Uses level 1 - 4 spells

Spell listings
Spells are listed under the Dawn of Souls and Anniversary names. These may differ from the original names given to the spells in the NES version, and from the updated names in Origins. Spell MP cost refers to the amount of MP required to cast a spell in the Dawn of Souls and Anniversary editions. All versions prior to that simply require one allocation of spell casting for their respective levels.

Level 1
All Level 1 spells are sold in Cornelia and cost 100 Gil to purchase (or 50 Gil in the Easy Mode and GBA versions).

Level 2
All Level 2 spells are sold in Pravoka and cost 400 Gil to purchase (or 250 Gil in the Easy Mode and GBA versions).

Level 3
All Level 3 spells are sold in Elfheim and cost 1500 Gil to purchase (or 1000 Gil in the Easy Mode and GBA versions).

Level 4
All Level 4 spells are sold in Elfheim and cost 4000 Gil to purchase (or 2500 Gil in the Easy Mode and GBA versions).

Level 5
All Level 5 spells are sold in Melmond and cost 8000 Gil to purchase (or 4000 Gil in the Easy Mode and GBA versions).

Level 6
All Level 6 spells are sold in Crescent Lake and cost 20,000 Gil to purchase (or 13,000 Gil in the Easy Mode and GBA versions).

Level 7
Blizzaga and Break are sold in Gaia. Saber and Blind are sold in Onrac. These spells cost 45,000 Gil to purchase (or 30,000 Gil in the Easy Mode and GBA versions).

Level 8
All Level 8 spells are sold in Gaia, except for Flare, which is sold in Lufenia. These spells cost 60,000 Gil to purchase (or 40,000 Gil in the Easy Mode and GBA versions).

Recommendations

 *  * denotes the bare minimum spells to get

Black Mages/Wizards
Black Wizards can be incredibly powerful, especially later in the game. They can cast spells that do elemental damage (great against the Fiends), cause status aliments, and enhance your characters' physical power. They can also learn a number of instant-death spells (these are not particularly useful since they only work a small percentage of the time). The elemental spells, Haste, Temper, and Flare are very useful throughout the game.


 * Level 1: Fire*, Thunder*, Sleep
 * Fire and Thunder are very powerful in the beginning of the game, though they only work against one enemy at a time. Both Focus and Sleep are very useful, however Focus works more often than Sleep, but Sleep can ease the Pirate fight in Pravoka.


 * Level 2: Blizzard*, Slow, Temper*
 * Blizzard will do more damage against non-elemental enemies than Fire or Thunder, and every little bit helps. Temper raises the attack power of a character in your party, which makes it a spell that you should use against every boss you encounter. It is also stackable, so the character's attack can go higher and higher. Note: TMPR is bugged in the NES version, and does nothing. Neither Slow nor Dark work very well or very often, but Slow tends to be a little less worthless.


 * Level 3: Fira*, Thundara*, Hold
 * Fira and Thundara are fantastic spells since they hit every enemy on the screen at once. These spells (and Blizzara) are useful throughout the game since you will often be facing large groups of enemies at once. Hold works against Marilith, but Focara only decreases an enemy's evade by 20%. While neither spell is essential, stopping an enemy in their tracks for a few rounds may give you an edge. Your stronger fighters will likely connect with their targets anyway.


 * Level 4: Blizzara*, Haste*, Sleepara
 * Blizzara works well against almost anything, and is especially helpful in the Volcano, which is a relatively hard dungeon. Haste doubles the number of hits your character can do per attack, so it is a spell that is useful for every boss fight. Confuse works a surprising amount of the time, but there is an item that can cast the spell for free, so get Sleepara instead. Oddly, Level 1 Sleep works on all enemies while Sleepara works only on one. Sleepara has a higher success rate and works on stronger enemies.


 * Level 5: Firaga*, Teleport*, Scourge
 * For obvious reasons you want Firaga before going into the Ice Cavern, and you should also have it going into the Terra Cave, in which you will fight wave after wave of the undead. Teleport is nice as it can pull you out of a dungeon, but you cannot get it until after the class change. Like all instant-death spells, Scourge rarely works, but the chance to kill multiple enemies beats the chance to slow down one enemy that Slowara provides.


 * Level 6: Thundaga*, Quake, Death
 * You'll have noticed by now that the elemental spells are the most useful offensive black magic there is, so get Thundaga. The other spells on this level are relatively weak, with Quake and Death (rub) probably being the strongest.


 * Level 7: Blizzaga*, Break, Saber
 * As with every other elemental spell, get Blizzaga. Break works often, and technically isn't an instant-death spell, so more enemies are vulnerable to it. Blind works against almost nothing by the time you get it. Saber is potentially useful, except you can only use it on the caster.


 * Level 8: Flare*, Kill, Warp
 * Flare is the strongest spell in the game, and especially useful against Chaos and WarMech. Kill and Warp are both instant-death spells; Warp works against all enemies, while Kill only works on one at a time but has a higher success rate.

Red Mages/Wizards

 * main article: Red magic

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. Additionally, there are a lot of white spells that are very useful that the Red Wizard cannot cast (Dias, Heals, Curaja, Full-life specifically). Fortunately there aren't too many instances where there are more than three "must have" spells that the Red Wizard can learn.

Generally the 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.

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

Ninjas
The Ninja can learn any level 1 - 4 spell, however by the time you get the class change, most of them will be useless. They will either be too weak to bother with or it would be better to use your Ninja, who can do reasonable damage, as a physical fighter instead of casting a spell. The exceptions are the Level 2 spell, Temper, which can be used to raise a character's attack and the level 4 spell, Haste, which doubles the number of hits per attack a character gets.
 * Level 1: Fire, Thunder, Focus
 * None of them are really worth getting as the Ninja will almost always do more damage than the elemental spells, and enemies are not vulnerable to Focus or Sleep later in the game.


 * Level 2: Blizzard, Dark, Temper*
 * Get Temper, especially if nobody else knows it. If it is cast on a reasonably powerful Knight, you can double or triple their attack with a few rounds of Temper. Combined with Haste you can take out a boss in two hits.


 * Level 3: Fira*, Thundara*, Hold
 * Fira and Thundara might be useful since you can clear out multiple weak enemies at once. However, by the time you get a Ninja you will have the Gauntlets, which can cast Thundara for free.


 * Level 4: Haste*, Blizzara*, Confuse
 * As mentioned above, Haste is a must have. Haste and Temper will soon be the two black magic spells you use the most. Blizzara is also good to have for minor enemies, since the Ninja is usually faster than the Black and Red Wizards.

Tips

 * Status aliment inducing spells are generally useless. The enemies that are strong enough that you would bother with a spell are, for the most part, invulnerable to these types of spells.
 * Instant-death spells are rarely useful. They occasionally have a high probability of success, and most of the weaker enemies (including the common ones) are vulnerable.
 * Quake and Break, while they instantly kill an enemy, are not members of the death family of spells. As a result many common enemies that cannot be killed by instant-death spells can be killed by one of these. Most bosses are immune to these two spells, unfortunately.
 * Haste and Temper are probably the two most useful Black Magic spells. They increase the number of hits and the strength of each blow on a character. They can also be stacked in some versions of the game, which means that in a few rounds you can make a Knight ridiculously powerful, and able to kill bosses in one or two hits. Always open a boss fight by casting these two spells on your physical attackers. Saber fits into the same category but only affects the caster so is much less useful.