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{{Header Nav|game=Final Fantasy}}
{{Header Nav|game=Final Fantasy}}


While there are [[Final Fantasy/Classes#Red Mage/Red Wizard|Red]] Mages & Wizards, there is no such thing as Red magic. Red Magicians can use both [[Final Fantasy/White magic|White]] and [[Final Fantasy/Black magic|Black]] magic, though many of the higher level spells are unlearnable by them. While they (usually) have more spells to choose from at each level than the other magic users, they still only have three slots available for each level.
While there are [[../Classes#Red Mage/Red Wizard|Red]] Mages & Wizards, there is no such thing as Red magic. Red Magicians can use both [[../White magic|White]] and [[../Black magic|Black]] magic, though many of the higher level spells are unlearnable by them. While they (usually) have more spells to choose from at each level than the other magic users, they still only have three slots available for each level.


==Available spells==
==Available spells==


Red Wizards can learn 22/32 Black magic spells, and 8 of the 10 they can't are either instant death or stop spells that tend not to work anyway. The only really useful spell that they lose is Nuke, but the improved physical strength of the Red Wizard over the Black Wizard generally makes up for it. The other useful spell that Red Wizards can't learn, Saber, is not a big loss since you can find an item that mimics the effect. Red Mages will have to wait until after the class change to several spells that Black Mages can learn, including Bolt 3 and Ice 3.
Red Wizards can learn 22/32 Black magic spells, and 8 of the 10 they can't are either instant death or stop spells that tend not to work anyway. The only really useful spell that they lose is ''Flare'', but the improved physical strength of the Red Wizard over the Black Wizard generally makes up for it. The other useful spell that Red Wizards can't learn, ''Saber'', is not a big loss since you can find an item that mimics the effect. Red Mages will have to wait until after the class change to learn several spells that Black Mages can learn, including ''Thundaga'' and ''Blizzaga''.


While Red Wizards can learn most of the useful Black magic spells, they can only learn 18/32 White magic spells. Only five of these (Fear, NulAll, Dispel, and the first two Heals) are not exceptionally useful. The remaining nine (Cure4, Heal3, Life2, the four Dia spells, Holy, and Stona) are all useful, especially late in the game. Fire spells can help make up for the lack of Dia spells, however using a Fire spells means one less Cure spell. Additionally, the Red Mage cannot learn Life1, so you will have to wait until after the class change to be able to revive.
While Red Wizards can learn most of the useful Black magic spells, they can only learn 18/32 White magic spells. Only five of these (''Fear'', ''NulAll'', ''Dispel'', and the first two Heals) are not exceptionally useful. The remaining nine (''Curaja'', ''Healaga'', ''Full-life'', the four Dia spells, ''Holy'', and ''Stona'') are all useful, especially late in the game. Fire spells can help make up for the lack of Dia spells. Additionally, the Red Mage cannot learn ''Life'', so you will have to wait until after the class change to be able to revive.


:''* denotes spells that can only be learned by the Red Wizard - the rest can be learned by both the Mage and the Wizard.''
:''* denotes spells that can only be learned by the Red Wizard - the rest can be learned by both the Mage and the Wizard.''
<div style=" float: left; padding-left: 5%; width: 45%; ">
<div style=" float: left; padding-left: 5%; width: 45%; ">
===Level 1===
===Level 1===
*'''[[Final Fantasy/White magic#Level 1|White]]:''' Cure1, Shld1, *Blink
*'''[[../White magic#Level 1|White]]:''' Cure, Protect, *Blink
*'''[[Final Fantasy/Black magic#Level 1|Black]]:''' Fire1, Bolt1, Focus1, Sleep1
*'''[[../Black magic#Level 1|Black]]:''' Fire, Thunder, Focus, Sleep
*'''Weapon:''' Blink (Defense sword)


===Level 2===
===Level 2===
*'''[[Final Fantasy/White magic#Level 2|White]]:''' Lamp, Silence, NulBolt, Invs1
*'''[[../White magic#Level 2|White]]:''' Blindna, Silence, NulShock, Invis
*'''[[Final Fantasy/Black magic#Level 2|Black]]:''' Ice1, Slow, Fog, Steel
*'''[[../Black magic#Level 2|Black]]:''' Blizzard, Slow, Dark, Temper


===Level 3===
===Level 3===
*'''[[Final Fantasy/White magic#Level 3|White]]:''' Cure2, NulFire
*'''[[../White magic#Level 3|White]]:''' Cura, NulBlaze
*'''[[Final Fantasy/Black magic#Level 3|Black]]:''' Fire2, Bolt2, Bind, Focus2
*'''[[../Black magic#Level 3|Black]]:''' Fira, Thundara, Hold, Focara
*'''Armor:''' Thundara (Gauntlets)


===Level 4===
===Level 4===
*'''[[Final Fantasy/White magic#Level 4|White]]:''' Esuna, NulIce, *Vox
*'''[[../White magic#Level 4|White]]:''' Poisona, NulFrost, *Vox
*'''[[Final Fantasy/Black magic#Level 4|Black]]:''' Ice2, Haste, Sleep2, Muddle
*'''[[../Black magic#Level 4|Black]]:''' Blizzara, Haste, Sleepara, Confuse
</div><div style=" float: left; padding-left: 5%; width: 45%; ">
</div><div style=" float: left; padding-left: 5%; width: 45%; ">
===Level 5===
===Level 5===
*'''[[Final Fantasy/White magic#Level 5|White]]:''' Cure3, *Life1
*'''[[../White magic#Level 5|White]]:''' Curaga, *Life
*'''[[Final Fantasy/Black magic#Level 5|Black]]:''' Fire3, *Warp1, *Poison, Slow2
*'''[[../Black magic#Level 5|Black]]:''' Firaga, *Teleport, *Scourge, Slowara
*'''Weapon:''' Scourge (Venom blade)


===Level 6===
===Level 6===
*'''[[Final Fantasy/White magic#Level 6|White]]:''' *Warp2, *Shld2, *Invs2
*'''[[../White magic#Level 6|White]]:''' *Exit, *Protera, *Invisira
*'''[[Final Fantasy/Black magic#Level 6|Black]]:''' *Bolt3
*'''[[../Black magic#Level 6|Black]]:''' *Thundaga


===Level 7===
===Level 7===
*'''[[Final Fantasy/White magic#Level 7|White]]:''' NulMgc
*'''[[../White magic#Level 7|White]]:''' *NulDeath
*'''[[Final Fantasy/Black magic#Level 7|Black]]:''' *Ice3
*'''[[../Black magic#Level 7|Black]]:''' *Blizzaga
*'''Armor:''' Saber (Giant's gloves)
</div>
</div>
{{-}}
{{-}}
==Recommendations==
==Recommendations==
 
Obviously, what spells a Red Mage/Wizard should get depends on what other magic users are in your party (see the [[../Classes/]] and [[../Parties|Party recommendation]] pages for more information). For the purposes of this section, Ninjas and Knights do not count as magic users since the spells they can learn are fairly trivial, they will be spending most of their time attacking, and they do not learn their spells until pretty late in the game anyway. The likely party configurations are:
Obviously, what spells a Red Mage/Wizard should get depends on what other magic users are in your party (see the [[Final Fantasy/Classes|Classes]] and [[Final Fantasy/Parties|Party recommendation]] pages for more information). For the purposes of this section, Ninjas and Knights do not count as magic users since a)the spells they can learn are fairly trivial, and b)they will be spending most of their time attacking. The party configurations discussed in detail are:


* Red Mage, White Mage, two non-magic users
* Red Mage, White Mage, two non-magic users
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* One Red Mages, three non-magic users
* One Red Mages, three non-magic users


:'' '''*''' denotes the bare minimum spells to get''
On most levels there are 3 clear best picks regardless of what your other casters have; only on a few levels do you have a real choice.
 
Spells are divided into a few types, which affects how you divvy them up when multiple casters are available.  The '''Nul''' class of spells, though useless early on, are absolutely essential in mid-to-late game; however only 1-2 casters need to know these spells.  The '''Cure''' spells are extremely useful at all stages in the game no matter how many castings of them you have; it is recommended that you always learn all the cure spells even if you have plenty of other mages that can cast them.  Elemental spells, on the other hand, are very strong early on but go obsolete by later in the game; these make for a tradeoff where you have to balance immediate versus long-term needs.  Most other spells are of the character-bonus type and are marginally useful at all stages in the game, but unless you have more than enough of all the above spells already these usually won't make the cut into the top three.
 
One exception to the above is the version of the game which has MP instead of per-level casts.  In this version cure spells may well go obsolete later on, as their MP cost becomes inferior.  In the NES and other per-level-casting versions however red mages should always learn all the cure spells, as later on these may be the only lower-level spells that are still useful.
 
===Level 1===
: Cure, Fire, Thunder
 
Not a hard choice since you need the elementals and the more curing you can do through magic the better, especially in the beginning when items are still expensive.
 
One alternative is to give up one of the black spells (preferably if another mage already knows it) and save a slot to get ''Blink'', ''Protect'', or ''Focus'' instead as these will have better late-game utility.  This is a tough call though since when you need ''Fire''/''Thunder'' you'll want to have all your mages cast it as much as possible; they aren't spells you can have too much of early on.  By late game both black spells will become useless but it'd be rare at that stage to use one of the alternative spells in a serious battle.
 
Giving up ''Cure'' is not recommended no matter how many white/red mages you have, as this remains useful in bulk at all stages of the game.
 
=== Level 2 ===
: NulShock, Blizzard, Temper


===1 Red Mage, 1 White Mage===
''Blizzard'' is the only one of these spells useful in the early game, but unfortunately will be obsolete by the time you encounter monsters vulnerable to it.


*'''Level 1''': Cure1*, Fire1*, Bolt1*
''NulShock'' is useless early on but by late game at least one and preferably two mages should learn it; if you have more white/red casters than that you may wish to leave it off of one of your reds.
: Not a hard choice since you need the elementals and the more curing you can do through magic the better, especially in the beginning when items are still expensive. After the class change, you may want to drop Cure1 since it won't heal enough to make a difference in most cases, and pick up Blink instead.


*'''Level 2''': NulBolt*, Ice1*, Steel*
''Temper'' increases damage rate of a select party member and is stackable, and is believed to be good at all stages so long as you have a strong attacker to cast it on.
: These three will always be useful, the other five never will be. Another easy selection.


*'''Level 3''': Cure2, Fire2*, Bolt2*
If you do want to give up one of the above three, ''Invis'' or ''Slow'' are probably the next best alternatives. Overall this is a weak level for spells however and unless you have extra money you may find yourself not investing much in it early on.
: Now is when you have to start making difficult choices. Cure2, NulFire, Fire2, Bolt2, and Focus2 are all very useful spells. Definitely get Fire2 and Bolt2 since your White Mage cannot learn them. Get NulFire only if the White Mage isn't learning it, and if the White Mage's Cure2 alone can cut it, get Focus2.


*'''Level 4''': Esuna, Ice2*, Haste*
=== Level 3 ===
: Get Ice2 and Haste - they will serve you well throughout the game. Esuna is good since it takes the burden of de-poisoning your party off of the White Mage, but can be done with items easily enough, so the Red Mage should get NulIce instead if the White Mage doesn't learn it.
: Cura, Fira, NulBlaze/Thundara


*'''Level 5''': Cure3*, Life1*, Fire3*
Level 3 brings some difficult choices. ''Cura'', ''NulBlaze'', ''Fira'', ''Thundara'', and ''Focara'' are all very useful spells, and which you choose can depend heavily on what other casters you have in your party.
: It should probably go without saying that you should get Cure3 and Fire3. That leaves Life1 and Warp1 (neither of which can be learned until after the class change). Between the two White Magic users, you should definitely get at least one copy of Life1. The Warp spells are really only useful in three places (one of which is the Terra Cave, which you can learn Warp1 before going through), but Life1 will always be useful.


*'''Level 6''': Warp2, Shld2/Invs2, Bolt3*
''NulBlaze'' is the most essential single spell and should be learned by one caster.  Do not be tempted to leave this spell off even though its usefulness may not be apparent until later on.  Likewise, do not rely on a knight to cast it even though they will learn it eventually. If you have a White Mage however you won't need a Red to learn this and if you have multiple Reds only one will need it.
: Warp2 is the other reason you shouldn't sacrifice Life1 for Warp1 - this spell is better and there are less good spells to choose from. Your White Mage should definitely learn the other three Level 6 White Magic spells. Bolt3 is a basic necessity, and go with either Shld2 or Invs2 - both of which are very good.


*'''Level 7''': NulMgc, Ice3*
''Cura'' is the next most essential spell, as it remains extremely useful throughout the game.
: You can only learn these two, so get both. Or just Ice3.


===1 Red Mage, 1 Black Mage===
''Fira'' is also essential as you'll meet monsters in bulk that are vulnerable to it throughout the early and mid-game; even though ''Diara'' provides a similar style of damage it's recommended to have multiple fire/dia casters even if it means giving up ''Thundara''.


*'''Level 1''': Cure1*, Fire1*, Bolt1*
''Thundara'', though quite strong, probably needs at most one caster to knowOnly sea/river creatures are vulnerable to this and you will not face them in bulk early on the way you do with fire-vulnerable monsters.
: Doubling up on elemental spells can't hurt since there are a lot of enemies that go down much quicker with magic than physical attacks in the beginning. It goes without saying that you need Cure1, though you might want to replace it with Blink later in the game when the amount of HP it restores becomes trivial.
   
*'''Level 2''': NulBolt*, Ice1*, Steel*
: An easy choice since the other five are either ineffective against enemies or do very little to help you.


*'''Level 3''': Cure2*, NulFire*, Fire2*
''Focara'' you can do without unless you have a three-mage party that already has plenty of ''NulBlaze'' and ''Thundara''.
: Four very useful spells to choose from, however since your Black Mage should be learning both Fire2 and Bolt2, the Red Mage only needs to get one. Two Fire2s are better than two Bolt2s since the undead are weak against fire, which will make up for your inability to get Dia2. By the time Bolt2 become preferable to Fire2 you will have found the Gauntlets, which cast Bolt2 for free.


*'''Level 4''': Esuna*, NulIce*, Haste*
=== Level 4===
: Esuna and NulIce are the only "must-haves" of Level 4 White Magic. Ice2 is nice to have, but really only useful in the volcano, and your Black Mage should be learning it anyway. Haste (more specifically, having two members able to cast Haste in a single round) is incredibly useful and will make your physical attackers ridiculously powerful.
: Haste, NulFrost, Blizzara


*'''Level 5''': Cure3*, Life1*, Fire3
''Haste'' (Fast in the NES version) is one of the most useful spells in the game at all stages in the game, and is a must-have for any and all casters that can learn it.
:Cure3 will be the strongest cure spell a Red Wizard can learn, so get it. Likewise, Life1 is the strongest (actually, the only) revival magic you can get, so by all means, get it as well. None of the Black Magic is really necessary, though you might want to pick up Fire3 since you can't get Dia3. Don't bother with Warp1 since you can just get Warp2.


*'''Level 6''': Warp2, Shld2*, Invs2*
''NulFrost'' is absolutely essential for at least one and preferably two mages to learn.  Even if another mage already knows this spell, it's still recommended to have a second one learn it. You probably don't need a third however.
: Bolt3 isn't exceptionally useful in this case since a)your Black Mage probably has it, and b)by the time the Red Wizard can get it, you'll have the Gauntlets which cast Bolt2 for free. All three of the White Magic spells are very useful, especially Shld2 and Invs2 when you're fighting Chaos and the Fiends.


*'''Level 7''': NulMgc, Ice3
''Blizzara'' is quite useful, and well worth having one or many casters learn. In the volcano stages you will regret not having as much of it as possible. After that it starts going obsolete though, and by late game is quite useless.
: Only two choices, so get them if you want. Neither are particularly useful since Protect Rings have the same function as NulMgc and your Black Wizard should get Ice3. After a couple of battles where you're left wishing you had Cure4 you'll realize why it is recommended that you always bring a White Wizard along.


===2 Red Mages===
Resist the temptation to get ''Poisona'' with a red mage, as it can easily be replaced for less money with items.  You might want the convenience but in the end you'll wish you had more castings of ''Haste'' available instead.  If you feel you have enough ''NulFrost'' or ''Blizzara'' already though you can purchase this spell once you feel like wasting the money.


*'''Level 1'''
=== Level 5 ===
**Mage 1: Cure1*, Shld1, Fire1*
: Life, Curaga, Firaga
**Mage 2: Cure1*, Bolt1*, Focus1
: This is the best-of-all-worlds setup. You double the number of cure casters, are able to cast two elemental spells per rounds, and manage to get both useful status boosting spells. After the class change you can drop Cure1 and pick up Blink for both Wizards. A similar, but more offensive, setup would be two Fire1 casters and one Cure1 caster - get Fire1 instead of Bolt1 since a lot more enemies are weak against fire than against bolt at this point in the game.


*'''Level 2'''
These three powerful spells are the clear choice for this level.
**Mage 1: NulBolt*, Ice1*, Steel*
**Mage 2: Invs1, Ice1*, Steel*
: Only four of the spells here are particularly useful, and you really only need one person to cast NulBolt.


*'''Level 3'''
''Life'' is the most essential by late game as it is the only way for a Red to revive anyone; even if you have multiple Red/White mages you're better off having all your reds learn ''Life'' just in case the others all die. You will have to wait for the class change to get ''Life'' but that shouldn't be a problem as you will make plenty of use of ''Curaga'' and ''Firaga'' before then anyway.
**Mage 1: Cure2*, Fire2*, Bolt2*
**Mage 2: Cure2* NulFire*, Fire2
: Get two Cure2s, period. Again, you only need one person casting the Nul spell. Note that it is the other mage than the one who learns NulBolt - this is so you can get two shields up in one round. Duplicate Fire2 since you will be facing hoards of undead soon after you get these spells and you don't have anyone to cast Dia spells.


*'''Level 4'''
''Firaga'' is extremely helpful in bulk in the ice stages of the game which come up shortly after you would learn it, and remains useful for a long time after that against undead. It's recommended even if other casters already know it.
**Mage 1: Esuna*, Ice2*, Haste*
**Mage 2: NulIce*, Ice2*, Haste*
: Haste is one of the most useful spells in the game, so the more people you can have cast it at once, the better. It doesn't really matter which mage gets NulIce, as long as one doesn't have all three.


*'''Level 5'''
''Curaga'', like the other cures, is quite useful throughout.  With the extreme usefulness of ''Firaga'' and ''Life'' you may actually find yourself avoiding use of this spell to conserve castings for them, but there's nothing on this level that you will find more useful even in bulk.
**Mage 1: Cure3*, Life1*, Fire3*
**Mage 2: Cure3*, Life1*, Fire3*
: Three spells so useful that you should duplicate them. Poison and Slow2 are fairly ineffective, and you can get a better version of Warp with Level 6.


*'''Level 6'''
''Teleport'' may be tempting but hold out for the more useful ''Exit'' instead.
**Mage 1: Warp2, Shld2*, Bolt3*
**Mage 2: Shld2, Invs2*, Bolt3*
: This setup duplicates the two most important spells - Bolt3 and Shld2. If you don't want Warp2, then replace it with a second copy of Invs2.


*'''Level 7'''
=== Level 6 ===
**Mage 1: NulMgc, Ice3*
: Exit, Thundaga, Protera/Invisira
**Mage 2: NulMgc, Ice3*
: Only two spells to choose from, though only Ice3 is really necessary.


===1 Red only===
''Exit'' is an essential spell, and coming on a level which is weak in other choices becomes even more obvious.  Some people recommend not having multiple party members learn the ''Teleport''/''Exit'' spells but unless you really know what you are doing, or want to make heavy use of reloading, you will find this to be one of your most regularly used spells.


*'''Level 1''': Cure1*, Fire1*, Bolt1*
''Thundaga'' is a powerful necessity, and will make the underwater stage of the game far simpler even though you find gauntlets that cast ''Thundara'' right around this time.
: The basic necessities for early in the game. After the class change you can replace Cure1 with Blink since it tends to be more useful at that point. If you have any Knights in your party at this point, have them learn Cure1 to take some of the healing burden off of the Red Wizard.
*'''Level 2''': NulBolt*, Ice1*, Steel*
: Three very useful spells; NulBolt and Steel will serve you well even up to the fight with Chaos.
*'''Level 3''': Cure2*, NulFire*/Bolt2*, Fire2*
: And now you learn why it isn't recommended to only go with one Red Mage. Four of the spells are very useful, but you can only pick three. You are actually better off getting NulFire instead of Bolt2 for several reasons. First, there are ''a lot'' of fire based enemies in the game and this will protect you. Second, there aren't a lot of enemies weak against Bolt, so you can just use Fire2 if all you want is to hit everything at ones. Third, you will get the Gauntlets, which cast Bolt2 for free. If you have a Knight in the party you can have him learn NulFire and have the Red Mage/Wizard learn Bolt2. You really shouldn't give up Cure2 or Fire2 though.
*'''Level 4''': NulIce*, Ice2*, Haste*
: These spells are very important throughout the game, though the lack of Esuna will become annoying in the Marsh Cave. You'll need to stock up on Antidotes for whenever you're in Elf country since so many enemies can poison you. NulIce is needed in the Cave, so you can get Esuna initially and then drop it afterwards, though this will cost you quite a bit.
*'''Level 5''': Cure3*, Life1*, Fire3*
: Cure3 is the strongest Cure you can get, so definitely get it. Since you can't get Cure4, you'll probably need to revive a bit more often, so get Life1 (you be able to get Life2).
*'''Level 6''': Shld2*, Invs2*, Bolt3*
: Shld2 and Invs2 are stackable stat boosters, so you will want them for every boss fight. Bolt3 is quite effective, especially when going after the Water Crystal. While convenient, you don't ''need'' Warp2 since most dungeons are either short enough to walk out of or you warp out when done.
*'''Level 7''': NulMgc, Ice3*
: Ice3 & NulMgc are highly recommended, so get both


===Other setups===
Both ''Protera'' and ''Invisira'' will find utility at times, and can be worth having a single party member learn. ''Exit'' only needs 1 cast saved for it and ''Thundaga'' is useless in certain parts of the game, so having at most one Red learn each of these as their third spell can be worthwhile eventually.  There is an item that casts ''Invisira'' so it's probably the less important of the two.  Both of these spells affect the entire party and are stackable, so can be quite beneficial in the endgame.


For parties with three or four Red Mages, or one of each Mage, you have enough slots available to get every good spell at least once, so there is not much to decide. Double up on the important spells such as the elementals, cures, and life. A good idea is to have each Mage learn a different Nul-elemental spell so you can get the entire party shielded in one round instead of three.
=== Level 7 ===
: Blizzaga, NulDeath


For parties of two Red Mages and either a White or a Black Mage, use the same configuration as a two Red Mage, two non-magical setup. For parties with two Red Mages, a White, and a Black have one Red Mage use the configuration for 1 Red/1 Black, and the other use the configuration for 1 Red/1 White.
You can only learn these two, so get both once you have the money. ''Blizzaga'' is the only one that you will find use for however and even that may not come until very late game.


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Latest revision as of 22:26, 1 August 2023

While there are Red Mages & Wizards, there is no such thing as Red magic. Red Magicians can use both White and Black magic, though many of the higher level spells are unlearnable by them. While they (usually) have more spells to choose from at each level than the other magic users, they still only have three slots available for each level.

Available spells[edit]

Red Wizards can learn 22/32 Black magic spells, and 8 of the 10 they can't are either instant death or stop spells that tend not to work anyway. The only really useful spell that they lose is Flare, but the improved physical strength of the Red Wizard over the Black Wizard generally makes up for it. The other useful spell that Red Wizards can't learn, Saber, is not a big loss since you can find an item that mimics the effect. Red Mages will have to wait until after the class change to learn several spells that Black Mages can learn, including Thundaga and Blizzaga.

While Red Wizards can learn most of the useful Black magic spells, they can only learn 18/32 White magic spells. Only five of these (Fear, NulAll, Dispel, and the first two Heals) are not exceptionally useful. The remaining nine (Curaja, Healaga, Full-life, the four Dia spells, Holy, and Stona) are all useful, especially late in the game. Fire spells can help make up for the lack of Dia spells. Additionally, the Red Mage cannot learn Life, so you will have to wait until after the class change to be able to revive.

* denotes spells that can only be learned by the Red Wizard - the rest can be learned by both the Mage and the Wizard.

Level 1[edit]

  • White: Cure, Protect, *Blink
  • Black: Fire, Thunder, Focus, Sleep
  • Weapon: Blink (Defense sword)

Level 2[edit]

  • White: Blindna, Silence, NulShock, Invis
  • Black: Blizzard, Slow, Dark, Temper

Level 3[edit]

  • White: Cura, NulBlaze
  • Black: Fira, Thundara, Hold, Focara
  • Armor: Thundara (Gauntlets)

Level 4[edit]

  • White: Poisona, NulFrost, *Vox
  • Black: Blizzara, Haste, Sleepara, Confuse

Level 5[edit]

  • White: Curaga, *Life
  • Black: Firaga, *Teleport, *Scourge, Slowara
  • Weapon: Scourge (Venom blade)

Level 6[edit]

  • White: *Exit, *Protera, *Invisira
  • Black: *Thundaga

Level 7[edit]

  • White: *NulDeath
  • Black: *Blizzaga
  • Armor: Saber (Giant's gloves)

Recommendations[edit]

Obviously, what spells a Red Mage/Wizard should get depends on what other magic users are in your party (see the Classes and Party recommendation pages for more information). For the purposes of this section, Ninjas and Knights do not count as magic users since the spells they can learn are fairly trivial, they will be spending most of their time attacking, and they do not learn their spells until pretty late in the game anyway. The likely party configurations are:

  • Red Mage, White Mage, two non-magic users
  • Red Mage, Black Mage, two non-magic users
  • Two Red Mages, two non-magic users
  • One Red Mages, three non-magic users

On most levels there are 3 clear best picks regardless of what your other casters have; only on a few levels do you have a real choice.

Spells are divided into a few types, which affects how you divvy them up when multiple casters are available. The Nul class of spells, though useless early on, are absolutely essential in mid-to-late game; however only 1-2 casters need to know these spells. The Cure spells are extremely useful at all stages in the game no matter how many castings of them you have; it is recommended that you always learn all the cure spells even if you have plenty of other mages that can cast them. Elemental spells, on the other hand, are very strong early on but go obsolete by later in the game; these make for a tradeoff where you have to balance immediate versus long-term needs. Most other spells are of the character-bonus type and are marginally useful at all stages in the game, but unless you have more than enough of all the above spells already these usually won't make the cut into the top three.

One exception to the above is the version of the game which has MP instead of per-level casts. In this version cure spells may well go obsolete later on, as their MP cost becomes inferior. In the NES and other per-level-casting versions however red mages should always learn all the cure spells, as later on these may be the only lower-level spells that are still useful.

Level 1[edit]

Cure, Fire, Thunder

Not a hard choice since you need the elementals and the more curing you can do through magic the better, especially in the beginning when items are still expensive.

One alternative is to give up one of the black spells (preferably if another mage already knows it) and save a slot to get Blink, Protect, or Focus instead as these will have better late-game utility. This is a tough call though since when you need Fire/Thunder you'll want to have all your mages cast it as much as possible; they aren't spells you can have too much of early on. By late game both black spells will become useless but it'd be rare at that stage to use one of the alternative spells in a serious battle.

Giving up Cure is not recommended no matter how many white/red mages you have, as this remains useful in bulk at all stages of the game.

Level 2[edit]

NulShock, Blizzard, Temper

Blizzard is the only one of these spells useful in the early game, but unfortunately will be obsolete by the time you encounter monsters vulnerable to it.

NulShock is useless early on but by late game at least one and preferably two mages should learn it; if you have more white/red casters than that you may wish to leave it off of one of your reds.

Temper increases damage rate of a select party member and is stackable, and is believed to be good at all stages so long as you have a strong attacker to cast it on.

If you do want to give up one of the above three, Invis or Slow are probably the next best alternatives. Overall this is a weak level for spells however and unless you have extra money you may find yourself not investing much in it early on.

Level 3[edit]

Cura, Fira, NulBlaze/Thundara

Level 3 brings some difficult choices. Cura, NulBlaze, Fira, Thundara, and Focara are all very useful spells, and which you choose can depend heavily on what other casters you have in your party.

NulBlaze is the most essential single spell and should be learned by one caster. Do not be tempted to leave this spell off even though its usefulness may not be apparent until later on. Likewise, do not rely on a knight to cast it even though they will learn it eventually. If you have a White Mage however you won't need a Red to learn this and if you have multiple Reds only one will need it.

Cura is the next most essential spell, as it remains extremely useful throughout the game.

Fira is also essential as you'll meet monsters in bulk that are vulnerable to it throughout the early and mid-game; even though Diara provides a similar style of damage it's recommended to have multiple fire/dia casters even if it means giving up Thundara.

Thundara, though quite strong, probably needs at most one caster to know. Only sea/river creatures are vulnerable to this and you will not face them in bulk early on the way you do with fire-vulnerable monsters.

Focara you can do without unless you have a three-mage party that already has plenty of NulBlaze and Thundara.

Level 4[edit]

Haste, NulFrost, Blizzara

Haste (Fast in the NES version) is one of the most useful spells in the game at all stages in the game, and is a must-have for any and all casters that can learn it.

NulFrost is absolutely essential for at least one and preferably two mages to learn. Even if another mage already knows this spell, it's still recommended to have a second one learn it. You probably don't need a third however.

Blizzara is quite useful, and well worth having one or many casters learn. In the volcano stages you will regret not having as much of it as possible. After that it starts going obsolete though, and by late game is quite useless.

Resist the temptation to get Poisona with a red mage, as it can easily be replaced for less money with items. You might want the convenience but in the end you'll wish you had more castings of Haste available instead. If you feel you have enough NulFrost or Blizzara already though you can purchase this spell once you feel like wasting the money.

Level 5[edit]

Life, Curaga, Firaga

These three powerful spells are the clear choice for this level.

Life is the most essential by late game as it is the only way for a Red to revive anyone; even if you have multiple Red/White mages you're better off having all your reds learn Life just in case the others all die. You will have to wait for the class change to get Life but that shouldn't be a problem as you will make plenty of use of Curaga and Firaga before then anyway.

Firaga is extremely helpful in bulk in the ice stages of the game which come up shortly after you would learn it, and remains useful for a long time after that against undead. It's recommended even if other casters already know it.

Curaga, like the other cures, is quite useful throughout. With the extreme usefulness of Firaga and Life you may actually find yourself avoiding use of this spell to conserve castings for them, but there's nothing on this level that you will find more useful even in bulk.

Teleport may be tempting but hold out for the more useful Exit instead.

Level 6[edit]

Exit, Thundaga, Protera/Invisira

Exit is an essential spell, and coming on a level which is weak in other choices becomes even more obvious. Some people recommend not having multiple party members learn the Teleport/Exit spells but unless you really know what you are doing, or want to make heavy use of reloading, you will find this to be one of your most regularly used spells.

Thundaga is a powerful necessity, and will make the underwater stage of the game far simpler even though you find gauntlets that cast Thundara right around this time.

Both Protera and Invisira will find utility at times, and can be worth having a single party member learn. Exit only needs 1 cast saved for it and Thundaga is useless in certain parts of the game, so having at most one Red learn each of these as their third spell can be worthwhile eventually. There is an item that casts Invisira so it's probably the less important of the two. Both of these spells affect the entire party and are stackable, so can be quite beneficial in the endgame.

Level 7[edit]

Blizzaga, NulDeath

You can only learn these two, so get both once you have the money. Blizzaga is the only one that you will find use for however and even that may not come until very late game.